-
Posts
1,589 -
Joined
-
Last visited
-
Days Won
137
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Events
Everything posted by JCarter426
-
Was this the one that was released as a single file called nih.mod? If so, I probably have it.
-
JC's Romance Enhancement: Biromantic Bastila Beta
JCarter426 replied to JCarter426's topic in Work In Progress
Still untested because I haven't had a chance to play through the whole game again yet. I meant to do it pretty soon after my initial post, but I ended up putting it off because I wanted to test another mod at the same time, but then I couldn't decide what I wanted to do with that, and the both ended up slipping. I'm debating what to do with both of them now. I'll make a new thread for the other one, but with regards to Bastila the beta was actually a bare-bones release of what I had planned. I don't like how the romance advances and I was looking into programming a new system for it. For example, with Carth, you're locked out of the romance if you go to Korriban last. When I last played I hadn't forgotten that, and so even though I was advancing the romance through three quarters of the game, I finally hit a dead end. There's also how it depends on your level progression, and with the level cap at 20 you have to make sure you talk to them whenever you can or you run out of chances to. That and the bugs in the Bastila romance mod I was using spurred me to address the issue myself. I had intended to do a quick run-through to make sure my own version wasn't buggy, while taking notes on how the romance flags work for when I start programming my new system. Although, I could probably figure it out by looking through the game files, so I'm not sure if I want to do a full run of the game just to test the beta now, since it's been so long. But as with my other mod, I'm not sure how to proceed. I have some ideas, but I don't know how complicated I should make it. Even if the current system bothers me a bit, it's still playable. I don't want to make it worse. I guess I'll just list my ideas, and you people can tell me what you think. First, I'd like to get rid of the XP element or make it less of a thing. The game already locks some of the progression until certain story points, so I think I could rejigger it doesn't have to keep track of when you level up (and neither do you). I have to look through the variables to see what can be done, but my guess is that there are points where the game could be told "hey, it's been a while, forget the level mechanics, this is a good time for a new conversation" using variables it already tracks. If there are enough of those points then we could do away with the level checks entirely. Now, you might have to remember to talk to Bastila after key story points, but I think that's much more intuitive. Next, I'd like the game to stop assuming the romance is always active. There are a few lines that can shut it down for good, but in most cases, no matter what you say, it advances the romance. It's probably like that to make it easier, but I think after 15 years we're ready for a little more challenge. Plus it'll give you more options; if you want to pursue a romance with only Bastila or only Carth, it'll be easier for you to do that. As it it is now, the safest way to avoid a romance is to never talk to them. It's very true to life that way. But if you do talk to them, the game assumes it's on just based on your player's gender. This is the main part I'm not sure how to program yet. It most likely requires new variables. First, we need a variable to keep track of whether the romance is active. I believe, with the current system, if you do choose one of the few anti-romance dialogue options, it sets the progression state to 0 and never moves from that ever again. That's not what I want. I want it to start at 0 and if you say romantic things it goes up and then you get more romantic dialogue, but if you say anti-romantic things then it goes down, while not necessarily shutting you out forever. This would allow me to insert some of the dialogue I had to cut back into the game. In the standard game, several conversations have a male version and a female version - I would be changing those to a "romance is active" version and a default one. It might require separate variables for whether Bastila is interested in you and whether you are interested in Bastila. I'd have to check the dialogues to see how I feel about that. I've also long thought about adding an influence system to K1. Nothing as complicated as K2's, but such a system could affect things such as how difficult it is to redeem Bastila (rather than requiring a specific set of dialogue options at the last minute) and allow for changes to the party member's alignments based on specific plot choices such as whether Juhani kills Xor. It could also come into play with the romance system, possibly as some sort of modifier - like low influence with Bastila for a light-sided player makes the romance more difficult, but easier for a dark-sided player. Again, I don't know how complicated it should get. Finally, I don't think you should have to hit every conversation in order to complete the romance. I'd like that to be possible, of course, but not all the conversations are relevant to the romance, and there are a lot of them. I also remember being not very keen on the order of some of them. So I'm thinking of restructuring them. I'll have to look at them to decide, but based on what I recall, I think there are only a few key conversations needed for the romance to make sense, which could be unlocked after perhaps each planet. The other conversations would be unlocked in between based on other story points, the new romance/influence system, maybe even the original XP system, or some combination - but they wouldn't be required. You'd be able to maintain a high romance rating just by going through the key conversations. The others would just make it easier, and it would be ok if you miss one. Again, I'll have to take a closer look to see what's there to work with, but I believe I can streamline it in this way. So, those are my random ideas. I don't know if they're good ones, so let me know what you think. -
Help with custom weapon texture tutorial
JCarter426 replied to dimedius's topic in General Kotor/TSL Modding
Perhaps this will help: The file name for the diffuse map, yes. -
Yeah, unfortunately if you want to multiclass into a non-Jedi prestige class, that's not going to work. I've done that and can confirm it results in a bizarre, almost unplayable experience. Going from Jedi to non-Jedi won't work, but it should be possible to add non-Jedi prestige classes for non-Jedi characters. That's actually an idea I've toyed with before - to make keeping some of your party members as non-Jedi a viable option by letting them multiclass into something else. Anyway, it's possible to add something. But keep in mind that - to my knowledge - after 14 years, there hasn't been a single mod that adds a new character class. There aren't a lot of people who have thought about it and could tell you what to do. I did look into it but my memory is a little fuzzy. I believe you're stuck with copying part of the level system from an existing class, but I don't entirely remember which. My impression is that you can't really change that much at all - it would be a new class in name only. That's why I stopped looking into it.
-
View File JC's Citadel Station Backdrop This mod replaces the Citadel Station backdrop. I've made a new one using high resolution renders of the Citadel models with 3ds Max. New texture resolution is 4096x4096. Submitter JCarter426 Submitted 03/04/2018 Category Mods TSLRCM Compatible
-
Version 2.0.0
14,502 downloads
This mod replaces the Citadel Station backdrop. I've made a new one using high resolution renders of the Citadel models with 3ds Max. The original texture resolution is 512x512 pixels. The new texture is available in two resolutions: 2K (2048x2048) and 4K (4096x4096). The 2K option is strongly recommended if you are using a mobile device or experience graphical errors from memory leaks. Installation Extract contents from the downloaded archive. Copy the file tel_bdrp.tpc from the Override folder to your game's Override folder. If you do not already have an Override folder, make one. Uninstallation Remove the file tel_bdrp.tpc from your game's Override folder. Credits KOTOR Tool – Fred Tetra KOTORmax – bead-v NWmax – Joco tga2tpc – ndix UR License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. -
File Name: JC's RAD Video Fix: TELMov03 File Submitter: JCarter426 File Submitted: 04 Mar 2018 File Category: Mods TSLRCM Compatible: Yes I've fixed an animation error in the Telos shuttle departure video. The Duros in the background would just walk in place once he got to the door previously. Click here to download this file
-
-
View File JC's Minor Fixes for K2 This is a collection of various things that I found annoying enough to alter. It started with that crazy window on Nar Shaddaa, by the landing pad, that would mysteriously render anything that was behind it invisible. It turned out to be as simple as a missing TXI. But it was at this point that I decided to start collecting little things like that into a single mod, to be released to the general public when it became more substantial. Due to the nature of this mod, I haven't bothered to make a proper installer with the TSL Patcher. Just install whatever you want to install. Don't install what you don't want to install. Some of these fixes are included in TSLRCM, while others are not. Either way, it's compatible. Other mods may not be compatible; contact me if you have any questions. Submitter JCarter426 Submitted 03/04/2018 Category Mods TSLRCM Compatible
-
Version 1.5
28,211 downloads
This is a collection of various things that I found annoying enough to alter. It started with that crazy window on Nar Shaddaa, by the landing pad, that would mysteriously render anything that was behind it invisible. It turned out to be as simple as a missing TXI. But it was at this point that I decided to start collecting little things like that into a single mod, to be released to the general public when it became more substantial. Due to the nature of this mod, I haven't bothered to make a proper installer with the TSL Patcher. Just install whatever you want to install. Don't install what you don't want to install. Some of these fixes are included in TSLRCM, while others are not. Either way, it's compatible. Other mods may not be compatible; contact me if you have any questions. -
Rebuilt Enclaves Vines have Selective Alpha Channels?
JCarter426 replied to Sith Holocron's topic in Mod Requests
I'm adding it to my minor fixes and when that's updated I'll put in an official statement on that matter. -
Specifically, there's no way to add any Force-using class. It's a hard limit due to how the system was coded. I suppose if you wanted a prestige class that couldn't use the Force, you could do that, but then it would break your build because you have to start as a Jedi. If you do that then you do retain everything you had in the old class, but the GUI stops showing that you have any Force points, so you can't even tell when you run out.
-
Rebuilt Enclaves Vines have Selective Alpha Channels?
JCarter426 replied to Sith Holocron's topic in Mod Requests
If it happens with all vines, grass, etc then it's a graphics problem. If it's just those vines, it's probably a missing TXI file. I'll take a look when I have a chance to track down which texture you're talking about. Edit: Looks like TXI to me. Files attached. They'll have to be renamed to .txi. DAN_ivy01.txt DAN_ivy02.txt -
Once you place the placeable, you can use GetLocation to get its location in the second script.
-
Interesting. I checked the NWN Lexicon to see how that function works. Looks like it stores info as a variable with the data type location (as opposed to the usual boolean, integer, or string). Yeah, there's no such function in KOTOR, and as far as I'm aware there's no support for that sort of variable either. You could theoretically do the same thing in KOTOR with four different integer variables for the X, Y, Z, and angle values, or with string and convert it to a location... but it would be a total waste of time. All you really need is CreateObject(OBJECT_TYPE_PLACEABLE, "invisible_placeable_here_with_a_much_shorter_template_name", GetLocation(GetFirstPC(), 0); and have some system for managing the placeables' tags and delete them as necessary, of course.
-
Is It Possible to Have Multiple envmaps? blends? etc?
JCarter426 replied to CarthOnasty's topic in General Kotor/TSL Modding
Right - one channel is flat, one raised, one lowered (or something like that). But the point is it does need a second texture for that. 7 channels, 2 files. Sadly there's no mystical 7-channel file. -
The documentation indicates you can spawn waypoints with CreateObject but I have a vague memory of trying it and it not working, so I can't confirm if they work. However, you could achieve the same result by spawning an invisible placeable. I'm curious, though - how would you go about it in NWN2?
-
Is It Possible to Have Multiple envmaps? blends? etc?
JCarter426 replied to CarthOnasty's topic in General Kotor/TSL Modding
Every game I've ever seen that requires multiple channels for something resorts to using an extra texture with the red, green, blue, and alpha channels used for different things as needed. That includes KOTOR, which uses extra RGB channels for bump maps. This is mostly down to, I imagine, there being no general need for an image format with more than four channels. Since you get all the color you want with R, G, and B, and you can get transparency or whatever else you need with alpha, and if you really need more than that you resort to using a second image with up to four additional channels because that requires the least effort. KOTOR resorts to that for the bump maps so it's inconceivable that it would let you conjure up a fifth channel for something else. What it would let you do, though, is apply a second texture to the model, like a bump map or a lightmap, but I imagine you'd have to work within the restrictions for how those work - I'm not sure if you could corral them into applying a second shader... seems unlikely. There are other options depending on what you need. It is possible to make new cube maps. Though there aren't many who have attempted it and I'm not among them. If you're looking to have a shader but you also need transparency, you may be better off editing the model to split the parts you need into two different textures. -
Ah, of course. I see now you already went over that. How embarrassing.
-
I don't have much in releasable condition. For me, the biggest pain is getting everything into the game, testing it, and making the installer, so everything is polished and runs smoothly and all those good things. And I've been known to mess that up. Right now I'm sitting on a ton of complete or half-complete assets that haven't been tested. I always let it pile up so I can go through all the annoying steps at once and then finally release it, but this time I broke appearance.2da while doing that. I'm still cleaning up that mess.
-
You should change it to whatever the model name is. Well, you don't have to, but it's a good idea to because then you know nothing else will be called that. But if you're only working with retextures, you don't actually have to make new head models at all. You can use the same model for everything but specify the textures in heads.2da.
-
My name has been uttered - lo, I have been summoned through the dark arts. Yeah, I've done some, and I've done some more that I haven't released yet. I've been going through all the viable ones that I didn't do before (and also fixing some of the ones I did) but I broke the game during testing, so progress has been slow. For the next release I want to do body variations as you mentioned; at the very released, I'll do two more size variations for all the armors - a tiny set for Gand, Gran, and other short individuals, and an XL set for Trandoshans and Malak-sized individuals. And then if I'm not lazy I'll consider the hands too. But like I said, progress has been slow. Yeah, it's certainly easier, but the tricky thing with humanoid aliens is you have to use a human head as a base, and then it's going to look like a head that's already in the game. So it makes it easier to add something to the game, but it doesn't exactly add variety. You can make some changes, of course, but that's easier with some species than others, and the more changes it needs the closer you are to making an entirely new head. So it's tricky. Still, there are a lot of possibilities here. There are some I have done and haven't released. I've got a Zeltron, a Sephi, and a couple Zabraks. Maybe I'll get some pictures up when I get a chance. I've considered trying a Cerean, actually. I never decided which head would be the best base for it, though. I've also thought about trying a Theelin. To add to the list, Falleen wouldn't be so difficult. These are a bit more out there, but I've pondered on the Vultan, Quermian, Mandallian, Skakoan, and Givin. I haven't had the courage to attempt any seriously, though.
-
Did you hex edit the model's Aurora/Odyssey base name as well? If the game spawns in different models with the same base name, it can get confused about their properties, resulting in problems like you're describing.
-
How does the game handle transparency?
JCarter426 replied to dannyman179's topic in General Kotor/TSL Modding
For the TXI file, you need a bit of code depending on what you want, something like: blending punchthrough or blending additive But that depends on having a properly working alpha channel. It's just telling the game how to blend what's already there. Some textures may be lacking all this if the blending is handled in another manner - for example, some windows might be a solid texture with the transparency simply applied on the mesh, and some visual effect textures don't need anything either because it's already handled through the particle system. But the vast majority should have a standard alpha channel. I'd suggest converting the same textures with KOTOR Tool to make sure it isn't your tool that's converting them wrong. -
Blog #73 - Mod Request (Battle of Khoonda videos)
JCarter426 commented on Sith Holocron's blog entry in Sith Holocron's Blog
For the record, I don't speak French either. And that definitely was better than what we had. It's just the Bink videos weren't a very good way to show the battle from the start, which is why TSLRCM didn't use them... I recall somebody (probably Avellone, but I don't recall for certain) specifically blaming the Xbox for those videos. It just couldn't handle a battle of such scale - particularly in that area, I suspect, as it already has lag issues. I think the movie terminal in 603 was only in there because they had to replace the battle with those videos at the last minute and decided to leave it in there.