JCarter426

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Everything posted by JCarter426

  1. I believe they already do, but in any case it's not possible to add new feats like that. That's because it displays what whoever accesses it can do. I was under the impression that it displayed everything with some options greyed out, though. Anyway, I don't think that can be changed. Yes, but what did you want to do with them? Animations? Or just mechanical effects?
  2. That's not a mod but rather the High Quality Music Patch, which can be found here. As for extracting stuff from StreamMusic, they have to be renamed to .mp3 and then decompressed with Miles Sound System. The installer used to be free on their website, but I don't know where to find it anymore.
  3. 1) Demolition act as a damage&hit multiplier for grenades This is possible by editing k_sup_grenade. I remember this idea has been discussed before, but I'm not sure if anyone went and did anything with it. 2) Awareness increase critical hit chance & protect from critical hits This is not possible. The combat system is hard coded. 3) Charisma can lower the price of the items you buy This is theoretically possible, but not very practical. Stores and their prices are defined in UTM files. The only way have the prices change would be to make a different store and then script which one opens depending on your charisma. But it still wouldn't really work, because the game would consider it an entirely different store and one would not keep track of what was added to or removed from another. Edit from the future: It's also possible to change the markup via script, and that could be based on Charisma. Still not very practical as it requires editing every merchant and may be incompatible with other merchant mods, but possible. 4) Blaster Rifles have a feat like blaster gun Not sure what you mean here. 5) Wrist launcher has a 50% chance of using rockets&darts without consuming them. Or, even better, make it so that rockets&dart are no more consumable but like skill force related (unlimited, but after a certain use they finish and refill only after battle) This is not possible. Rockets and grenades are destroyed upon use and there's no way to change that. Theoretically, you could edit the impact script to give you back another item, but it would be a little wonky. 6) You can see in-game the influence point (es: 65/100) The only way to do this is to edit or create a dialogue file that will display it for you when you ask. There are mods that do this. There's no way to add it to the GUI, though. 7) You see at the workbench all the items you could craft 😎 You can access, equip&unequip all the PCs inventory in the ship The game already does these. 9) Your inventory shows you all the items, even those equipped by members that aren't currently in your team This is not possible. Items are stored in a character's inventory or the party inventory, not both. 10) You can go invisible during fights (with the invisibility going off when you attack) consuming items or force points This is not possible. You can only use the stealth mechanic outside combat. There may be a way to fake it with a new spell, but I think it would require editing the AI to make them stop noticing you and that's a mess I try to avoid, so I can't say much more. I really doubt it would work. 11) You can use a FF12 gambit system (http://finalfantasy.wikia.com/wiki/Gambits) ex: condition hp-80%: medpack / condition non droid: action stasis, / condition stunned enemy: flurry This is not possible. The engine and GUI would have to be built for that sort of thing, and they're not. 12) You can add different stances What do you mean by stances? 13) You can see the dice rolls in the bottom of screen This isn't possible. Again, the GUI can't be edited in that manner. If you want to see the results of die rolls you'll have to check the feedback screen. 14) Always meet lvl 1 new companion so that you can build them differently, and in general modify their starting feats&skills This can easily be done by editing their UTC files. 15) Make all the starting base armors upgradable Any armor can be made upgradeable, but the systems differ slightly in each game. They both require editing of the UTI files.
  4. It's weird that they would use a 32-bit integer if, practically speaking, you'll never get as high as a 16-bit integer would get you anyway.
  5. Comic was 100% canon in the previous Expanded Universe canon, and written by Chris Avellone himself. Miraluka are also long established as having no eyes, going back to the 90s here. So my vote would be for that as well, although I understand the technical challenge. I don't think it would look too weird, and you could include an option with a bag over her head. It should even be possible to unlock her headgear slot and make that an equippable item for her.
  6. Oh, I'm not sure. The walk and run animations are completely different in K2, so it's not a minor thing that can be fixed. Hmm, I took a look at them and if it's just the right arm I could probably do it. I don't really consider it a mistake that needs to be fixed, though. I'm fairly certain they changed the walk and run animations in order to accommodate the robes with capes, so it probably looks the way they intended it to look. Changing it back could possibly cause some clipping problems, but probably nothing worse than the game is guilty of already. Eh, I'll think about it. Update! Well, I can't sleep, so I did that. As I suspected, it does clip a bit. I put it in a separate, optional folder, so if you don't want it you don't have to use it.
  7. I didn't notice any other differences, but if there are any I could take a look. What's the problem?
  8. I think you'll have to rename VisasAssassin.ascii.mdl to VisasAssassin-ascii.mdl or such. MDLOps was hanging up on me for the same reason. It wasn't liking any other dots.
  9. Update! Fixed dual blaster animations. Somehow they ended up in the wrong place in K2, so I restored them to the K1 positions. So the blasters will no longer clip through the hands or hover in the air.
  10. Well, I'm just guessing. The texture variations for the UTI files are stored in 8-bit, so they only recognize that 256 numbers exist - 0 through 255. If you try to input anything higher, it just rolls over back to the beginning, so it thinks 256 is 0, and so on. appearance.2da clearly goes higher than 256, so my guess is 16-bit, which would support rows 0 through 65,535. If you go higher than that? I don't know. Perhaps it would recognize no more entries. Or maybe it would crash the game like everything else does.
  11. The Model Name™ is what the Aurora/Odyssey Base is named in 3ds. Whenever you compile with MDLOps, it looks for that, regardless of what you name your ASCII file. So in this case, VisasAssassin. When you run MDLOps to convert ASCII to binary, it looks up your ASCII's model name and then tries to find a binary MDL & MDX with the same name. So it can copy missing data over as previously mentioned. So you need a binary MDL & MDX with that name. That's the only time it cares about file names. You can name the ASCII to whatever you feel like. So, if your model name is VisasAssassin, to compile it you need: An ASCII named whatever you feel like. I usually go for a scheme like VisasAssassin-ascii_v1. VisasAssassin.mdl (renamed from the game's P_VisasBB.mdl) VisasAssassin.mdx (renamed from the game's P_VisasBB.mdx) Also, I believe the ASCII file extension has to be .mdl for MDLOps. I've had it hang up on .ascii files.
  12. Oh, yeah, that's NWMax for you. That actually is ASCII, but you have to rename it to say that (for example, Model-ascii.mdl). And be careful about overwriting models by accident. when exporting because it will not warn you about that. Easy way to check if it's ASCII or binary: open it in Notepad. If you can read it, it's ASCII. Not sure about the runtime error, sorry.
  13. It probably isn't reading the "original" binary model. Since our collective knowledge of the model format is incomplete, MDLOps directly copies data from binary models during compiling to compensate. In other words, there are parts that it's unable to translate from ASCII to binary, so it just copies that data from an existing binary model. Therefore, whenever you use MDLOps to compile something with animations (either on the model, or via a supermodel) you need to have an "original" binary model in the same folder. I'm using quotes all sarcastically because it does not have to be the actual original model. In this case you're making a new model, but it has to load a binary model from the game that it calls the "original" model. You can get different results by using different models, but generally you want the model that is most similar to yours, which is almost always whatever your supermodel is, though it's more of dark art than a science. So in this case, extract P_VisasBB.mdl and P_VisasBB.mdx and rename them to match your model, YourModel.mdl and YourModel.mdx or whatever it's actually called.
  14. 1. A supermodel is just a different model that has animations on it, and then your model takes animations from that model instead of needing animations itself. That way different models can share animations. So in this case, the best course is to use P_VisasBB so both Visas models will have the same stuff. If you select the base and go to the modifier panel, it's the first textbox under MDL Base Parameters in NWMax. It says "Super:" and then next to that is what you enter. For reference, almost every model in the game uses either S_Female03 (female) or S_Female02 (male, for some reason) as the supermodel. And they can be chained indefinitely, so P_VisasBB for example is parented to S_Female03 so she has her unique animations plus all the female ones. Anything higher in the chain will override anything lower. 2. What's warning you about them? If it's MDLOps and it's saying there are overlapping vertices, you can ignore it. Anything else, well, generally welding vertices is better than leaving them unwelded. Unless they're supposed to be weighted differently or part of different objects or elements, then there's usually no point to having them separate. I'm still speaking generally, but generally stuff only really needs to be on different elements if they have different smoothing groups and on different objects if they require different textures (that's a limitation of the game). Anything else is up to your personal convenience. MDLOps does have some issues about the number of geometric vertices matching the number of texture vertices, but that's probably not an issue here yet.
  15. Ah, I've never worked with Maya so I'm not sure. I would think, though, that it shouldn't really matter how you get the mesh in. So long as you're dealing with identical meshes, same vertices in the same place and so on, you can easily copy UVW and skin modifiers from one mesh to another. So you shouldn't have to worry about getting it from Maya onto that specific mesh. If you export as an OBJ or something and get it into 3ds textuerd correctly, you can unwrap it and then copy the skin over... I think. If you do it that way, be sure to convert to editable mesh, center all pivot points, and Reset XForm in NWMax/KOTORMax before applying the skin.
  16. I've only ever manually weighted because I have a slow 3ds learning curve as well, and I agree with that assessment - not as bad as it seems... but still not fun. I've never done a character UVW map from scratch so I don't know how much I have to add, but I can say that any of those modifiers definitely have to be below the skin and probably should be below Aurora/Odyssey Trimesh if you're using that. Oh, and Flex too. Basically, below everything. It's also a good idea to convert to editable mesh before mapping, but if you've done the skin already then you've probably done that.
  17. Interesting question. My appearance.2da file is currently at 862 lines, so my estimate is greater than or equal to 862. That puts us over 16-bit, so assuming it's 32-bit or greater (and not something weird) then we're dealing with more than 65,000.
  18. No, cutscene animations ignore the walkmesh so every animation would have to be fixed in that instance as well. It's all doable, but it's annoying because there are six player models. As for skipping the scene, if there are no important scripts run through that dialogue then it would be a matter of deleting all the nodes so nothing fires and it continues to the next scene.
  19. It returns the module itself, the ones in the RIM and MOD files.
  20. View File JC's Supermodel Fix for K2 This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list.  Submitter JCarter426 Submitted 08/26/2017 Category Mods TSLRCM Compatible Yes  
  21. If you're talking about the taunt animation in the opening, I believe that was Jenks. I doubt it would be viable, though. Malak has no facial animations due to having no face, and he's a lot taller than the other characters, so that usually causes problems... problems that possibly can be fixed, but it's not fun. The alien heads have already been released for K2. I'm in the process of updating it and doing a K1 version. I guess they aren't on Deadly Stream because I meant to update them, but you can find them here.
  22. Version 1.6

    32,092 downloads

    This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 
  23. The Kreia animations I put together, and I would have no problem releasing them, but I believe there are other problems that Yce had to cover up with movie magic. The main issue is Malak does not have enough animations; Obsidian added a bunch of variations to the combat animations and the Malak model lacks corresponding ones. The best way to go about it would be to keep the original animations as a base and edit the left arm data - which is a thing I could do, but it would take a while. And I would want to fix some other issues with the supermodels before doing that, also. So it would take a while and I'll have to think about whether I want to do it, but that's a good suggestion. I kind of forgot about it after Knights and the Darkness because I haven't worked with K2 since then.
  24. We could probably make some of that happen, but it's kind of a tricky issue for us. I have no problem with people playing as a Zabrak or whatever, but if material we made specifically for our films turns up in another film it's a different matter. And again I have no problem with the material being used for other things - I have released some mod resources already, in fact - but there are things with which we would feel comfortable and things we would not... it's a matter of context. Once it's out there, it's out there, and we can't really dictate how it's used, or expect people to understand our contextual feelings. But I would like to release what we can if possible. We just have to figure out the appropriate way to do it. My cinematic mod here is a good example of that. I've gotten requests for this sort of thing before, but I've always had to refuse due to conflict of interest. With our films, we go out of our way to make new things, do things a bit differently than they are in the game. I've been worried if I did something for a mod that we would later want in one of our films, then it would seem like we were just using a mod and that it was not something new made for the movie. So I've been trying to think of something I can do that avoids that issue. With these cutscenes, I know most of them probably won't end up in any future movies, and even if they were to, I'd probably do them differently anyway. These scenes all have to take place in specific places on the Ebon Hawk and play out in a specific way, which I would be free to change up for a movie in the way that I usually do. And, worst case scenario, if we end up just reusing the scene exactly how it is in the mod, well, that's not any worse than reusing one of the original game cutscenes, which we do from time to time anyway. In short, these cutscenes are straight from the game, and everybody knows they are from the game, and if they end up in a film they're either going to be straight from the game because they are game cutscenes, or they'll be completely different in a way that wouldn't fit in the game. So no conflict of interest. The other stuff, like characters, locations, or animations made for a specific movie in a specific context, is a trickier matter. We'll have to discuss that. But for now, when I have the chance, I'll be bringing the same methods we've used in the films for almost ten years now... but for other things.