JCarter426

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Everything posted by JCarter426

  1. I've been working on the Bastila romance recently, so I've been looking up how this stuff works. Each romance depends on three different variables. For Bastila, these variables are K_SWG_BASTILA, K_SWG_BASTILA_LEVEL, and K_STAR_MAP. The first variable is what tracks the romance progression. The second is what determines if you've leveled up since the last time you spoke to Bastila; the game checks if your current character level is greater than this variable. The third is what checks your progress through the game's plot, how many Star Maps you've found, etc. I wouldn't recommend editing that one. For Carth, these variables are K_SWG_CARTH, K_SWG_CARTH_LEVEL, and K_STAR_MAP. Same format. Of course, the messenger quests complicate matters, as Bastila and Carth won't talk to you about anything else if you're on their quests. Since I chose Korriban as my final Star Map world the last time I played, I could never proceed with Carth's romance - quite frustrating. For Bastila, these variables are K_SWG_HELENA and K_SWG_HELENA_TALK. The first one tracks the progress of the holocron quest. The second checks whether you've talked to Bastila about her mother after you've done the quest. For Carth, these variables are KOR_DANEL and K_SWG_DUSTIL1. Again, the first tracks the quest progress and the second whether you've talked about it. This is what I would recommend for Bastila: Load a save from when you've found 3/5 Star Maps. Set K_SWG_BASTILA to 10. Make sure K_SWG_BASTILA_LEVEL is lower than your current character level. Set K_SWG_HELENA to 4. Either talk to Bastila about her mother or set K_SWG_HELENA_TALK to TRUE. Talk to Bastila to trigger the final romance conversation. This is what I would recommend for Carth: Load a save from when you've found 3/5 Star Maps. Set K_SWG_CARTH to 12. Make sure K_SWG_CARTH_LEVEL is lower than your current character level. Set KOR_DANEL to 4. Either talk to Carth about Dustil or set K_SWG_DUSTIL1 to TRUE Talk to Carth to trigger the final romance conversation. I haven't tested these, so I'd be interested to hear how it turns out.
  2. A little thing I've been working on:
  3. I was in K2 mode when I did this. Updated to 0.2b to account for differences in format. New files in first post. You shouldn't have to start over or anything - just prevents the new lines from skipping the VO.
  4. I'm trying to reduce the damage an item does, without changing its base item type. So far I have tried: The actual Damage Penalty property: No effect. No Damage: Surprisingly works, but still lists the original damage values in the equipment screen. Damage Bonus, but with a negative value: Crazy town. Item description implied a crazy high bonus, but still listed the original damage values in the equipment screen. Likely a rolling over 0 issue. Enhancement Bonus, but with a negative value: Same as above, but with the attack modifier too! The only thing I can think of that I haven't tried is Attribute Penalty. I suspect that applying a strength penalty would work, but I'm afraid that wouldn't have the effect I want. Has anybody gotten something like this to work? Seems like it should be such a simple thing... but I'm out of ideas.
  5. A great many things that might also turn into mods... but not yet. I'm working on a few things to test along with Bastila next time I go through the game.
  6. Hi, everybody. I just finished playing through KOTOR today for the first time in several years. One thing bothered me... well, a lot of things bothered me, but I'm only telling you about one of them: the Bastila romance. Now, it's for male player characters only in the original game, but I was using a mod that gave the option for female player characters too... but I ran into some problems with it, so I decided to make my own. And since it'll be a while before I test this - I have to go through the entire game again - I've decided to release the beta for anyone who's interested. Assuming I've done everything right, those playing with a female character will be able to romance Bastila just as they could with a male character, through talking to Bastila as your player gains experience and by choosing certain dialogue options. The romance can also be ended just as the male romance can, by choosing or avoiding certain dialogue options. I've removed lines or parts of lines that reference the player's gender, and in some cases I've had to void existing lines in favor of the romance ones. I'm not entirely satisfied with all of these changes - in particular, the male version still has a lot more dialogue, and I don't think that's fair - but my priority was to make everything flow naturally, with minimal editing. Also, this should not interfere with the Carth or Juhani romances; you should be able to go through those as well Bastila's if you so desire. The game does not take issue with it. I have no idea regarding mod compatibility yet, but this does alter Bastila's global dialogue, as well as the temple summit dialogue, so it's not compatible with a chunk of mods, I'm sure. I'll consider compatibility patches on a case by case basis, so let me know if you have a specific request. This mod does not address any bugs inherent in the romance, although it won't conflict with any fixes that don't directly edit these files, either. And fair warning: this is a BETA. I have NOT tested it. If you install this, YOU are testing it. And I'm grateful for that. But whatever happens, I will blame you. Unless it's something great. Then I'll take credit. File is attached below. Backup link on MediaFire. If you do run into problems, or have any other comments, ideas, etc, I'd like to hear them. Enjoy! If it works. JC's Romance Enhancement - Biromantic Bastila v0.2b.zip
  7. File Name: Opening Crawl for K2 en Français File Submitter: JCarter426 File Submitted: 25 Mar 2016 File Category: Media This is a Bink movie replacing the original movie of the opening crawl for the French language version of the game. Allegedly, the original had spelling and/or grammatical errors, and I have rendered a new opening crawl to correct those, based on a translation by French speaker ttlan. Click here to download this file
  8. Version 1.0

    750 downloads

    This is a Bink movie replacing the original movie of the opening crawl for the French language version of the game. Allegedly, the original had spelling and/or grammatical errors, and I have rendered a new opening crawl to correct those, based on a translation by French speaker ttlan.
  9. Those both should be fine. I wasn't aware females had a different animation, so getting it from S_Female03 would be the thing to do. And the head shouldn't be an issue either, if it's pointing to your edited model. And anyway the head plays the animation separately from the body, so any issue with the head wouldn't be affecting the body. Hmm... is it possible you corrupted something in the model when you did it the second time? If it worked once, we can rule out any scripting issue, I think. That's how it should be, I believe.
  10. Yes, that's right... and you can leave the texture entries the same so they otherwise match the originals.
  11. Nah, you do know things. That's exactly right. So, in that case, you still have the choice of importing the supermodel and changing the animations, or hex editing, or getting around hex editing by converting to ASCII and then back. I'm thinking the last method might be the easiest here. So, first you extract the model files, S_Male02.mdl and S_Male02.mdx and convert them to ASCII with MDLOps by reading and writing the model. You can then open the ASCII in Notepad and edit stuff. There are four things you need to do with the ASCII. First, you need to change the good animation to what you want - some animation that you can already script, and that's of the same type (in this case looping). The dance animation would be an ideal choice, as that's rarely used. Unless she's going to be dancing in the scene, I don't know what you're planning here. Second, I'd also suggest deleting all other animations from the model so it doesn't interfere with anything else. Each animation branch starts with "newanim" and ends with "doneanim". Third, you need to set the supermodel to Juhani's original supermodel, S_Female03, so replace S_Male01 with S_Female03. The final thing you have to do is change the model name from S_Male02 to something else, and there's a bit of a catch here. You have to edit all of Juhani's body models, as well as her head, to use this supermodel instead of S_Female03. Hex editing is easier so I'd suggest changing the supermodel to have the same number of characters as S_Female03, something like S_Juhani01. So replace all instances of S_Male02 in the model with that. And then rename your model to S_Juhani01-ascii (or whatever you're doing and then -ascii). Then to convert the model back into binary format, you need a binary model for MDLOps to read as the original. This is kind of silly, but extracting the supermodel S_Female03 and then renaming it to S_Juhani01 (or whatever) will cover that. Assuming everything is in the same location, MDLOps can convert it properly - select the ASCII and read and write again. I'm not sure why MDLOps needs this, but that's what I do and it generally works. Then once the model is converted you can put it in Override and rename it S_Juhani01 (or whatever). After that, you have to hex edit Juhani's models to use that supermodel instead of S_Female03. That's just a matter of opening the MDLs in a hex editor and replacing that text. Just make sure you don't add or delete any characters. You also have to change these models' names so they don't conflict with the originals, and I make sure to hex edit the names as well, because I've found that not doing so may confuse the game. Again, keeping the same amount of characters, so for example PFBIM might become Juh_I. You could do the ASCII thing again to get around the character limit, but remember that MDLOps still isn't perfect so in most cases it's better to avoid using it when you don't really need it. And you have to do this for the head too. Unfortunately mod compatibility will be an issue here... well, not compatibility exactly. Basically anything that changes Juhani's appearance won't change your new appearance line, so she'll look different. But you could make patches and so on. I think that should cover anything. If you don't want to take on this endeavor yourself, maybe this information will be of use to Fair Strides instead.
  12. It's... kind of complicated but not really difficult if you know what you're doing. The way the animations work is a series of steps. When you fire the script, it checks a specific line in animations.2da. This then checks the name of the animation - in this case, good - and it goes looking for the animation based on that name. First it checks the model, then if it can't find that (most models don't have special animations) it checks the supermodel, and then the supermodel's supermodel, and so on down the chain. Once it finds the animation it plays it, and so long as the animation you want to play is at the top of the chain, it's fine. The upshot is you can add an animation to any model (or supermodel) and so long as it's at the top of the chain and you link it to the one of the standard supermodels, all the other animations will be unaffected and play as they're supposed to. So, you want to add the good animation to Juhani, but under a different name - one that can already be scripted. There are two options here: you can either add it to a model, or you can add it to a supermodel. You said you're using a UTC, so I assume she's going to be wearing some specific item, and you only actually need that model... but I'm not sure if that will be easier because the importing method requires a bit of work in 3ds Max and involves some further complications. The other option is to simply hex edit the model - S_Male02 in this case - and change good to whatever you want to use. But when you're replacing something through hex editing you have to keep the number of characters the same... or I guess you could convert it to ASCII, edit the ASCII in Notepad, and then convert it back through MDLOps. There are a number of options here. If this sounds like too much work I won't blame you, but if you're interested in doing it I can provide some more specific details. I do this sort of thing all the time and it's not difficult, just kind of time consuming, and the best method to use is very situational.
  13. I've never had success scripting anything that isn't in NWScript in K1 either, unfortunately. And it's specifically a scripting problem, because it is possible to script those animations if you mess around with animations.2da or the models - essentially, if you change the alignment animation to be called dance instead, you can script it using the dance constant. Of course, changing the 2DA is not really an option for a mod, because that would change it for everyone everywhere... although it might be funny to see light side characters dancing in the character screen instead. And I wouldn't recommend changing the player's animations at all, unless you can find one you're sure isn't used anywhere (though dance is). But if this is for a specific NPC, it wouldn't be too hard to do something tricky with the model so its dance animation is different.
  14. Ah, that did it. I have that in K2 and I know I used to have it in K1, but I guess I forgot this time. Thanks.
  15. I'm playing K1 again for the first time in years, and I've run into this annoying problem. The game crashes when certain creatures are destroyed, from death or fading away because they leave the area, or whatever. It seems to only happen with specific creatures - so far Calo Nord when he leaves the apartment complex in m03ab, and the rancor in the sewers when I try to destroy the remains. I'm not sure if the issue is those creature files or those models, or it's even a script firing on their destruction, but I can confirm that it still happens when I destroy them myself rather than how it naturally happens in the game, so it's something specifically tied to their destruction. So far this hasn't been a huge problem, just a minor annoyance, but obviously I'd prefer it gone. Mods: None. I am playing with mods, but I tested using my clean installation of the game, and still crash. Technical stuff: Windows 7 64-bit, 4 CD copy of the game, patched to 1.03, Nvidia Geforce GTX 770. I could test with a different video card if necessary.
  16. Yeah, I know... and it's not really the complexity that's an issue. In fact I'd be fine rolling all the complex animations into another category, because for the most part they're already clearly labeled. I only didn't do it before so I wouldn't go over the node limit. But the issue is looping vs fire and forget. They're fired with the same function, but looping animations MUST have a set duration, while fire and forget animations CANNOT have one (usually). So when I or anyone else goes to edit one, we must be sure which type it is... and this is not always intuitive; one animation even changed types during development and is technically both. Yes, this would help, good idea. And I agree a lot of stuff would be better together - all the sitting, all the Force powers, etc... so long as they are clearly labeled. I'm wary of shuffling everything around and having to get used to the new locations, but that's Future JC's problem to deal with. I'll start making a list of ideas and I'll be back with it before the next update.
  17. Here are some pictures of the M4-78 model I took forever ago: https://mega.nz/#!sI9EDCRK!ITzp5XHfJ6lbwkUKg3FPSvKY8gee9-k4tXs3dBjI6SQ
  18. Yeah, strictly a compatibility thing. Only need one script in one file for that. I haven't actually tried it yet, but I believe I can simply remove the clicky placeable and then spawn a new one of the same type in a different location... and if I can't do that due to some nonsense with the file name or something, I could make a new one with the same data. I did a quick run of Onderon to see how everything functions. You have to click on the thing manually in every situation. Not sure what the trigger is, but it could be the cutscene for Mandalore saying you should leave. In any case I don't think moving the placeable should affect anything. I'm working on the combat animations. I have some in my file that I've added as needed, about a dozen of them, but I've been holding off on a public release until I get through them all systematically. I should also note that there's a limit to what animations can be scripted in K1 without messing about with files. If you have the toolbox beta, well, that's pretty much it. I could change the organization but that's all. As for the other stuff... hmm, I hadn't really considered that. The way I've been approaching them is more technical; looping animations and fire and forget animations have to be scripted differently, and then the animations under complex animations aren't single animations at all, but rather scripted sequences of animations. I see the value in your suggestion, though... and the menus are overcrowded and could use more organization. But I'm not sure how to approach it. Not all of the animations line up as nicely as you're describing; Force push is used for both active and passive abilities, for example. At the very least, though, all the GUI stuff doesn't need to be mixed with animations like yawning and eye roll. I'll have to think on it. Feel free to bother me about it if I forget.
  19. I'm dropping by because I was just doing a bit of testing and wondering hey, why aren't there any pop-up boxes? And after a while I remembered I disabled them with the GUI file ages ago. So actually I'd say yes, there sort of is some vital information in them. Stuff like the shuttles saying whether you can use them or not, and a few hints like the cantina trash on Onderon... and I presume there are examples in K1 as well. But if you really want to remove all of the pop-ups, you could go through and add the exceptions back in; all you need to do is make the conversations have multiple non-empty nodes.
  20. Clicky is most likely an invisible placeable, which would have its own coordinates. I believe I could delete it and then respawn it elsewhere with a script if necessary. Obviously less is better for compatibility, but at this point I'm assuming a placeable would have to be spawned on Dxun because the area model might not be possible to edit due to room animation shenanigans, and the Onderon placeable might have to be moved, so a script might be needed anyway.
  21. Walkmesh should be no problem. I hadn't thought of the clicky thing, though. Maybe I could move it with a script, especially if I end up having to spawn a placeable with a script anyway.
  22. Looks great so far! Plenty of space too. I was worried about being able to get to the placeables in the back, but it looks fine. I think I can replace the camp one... shouldn't be too much of a problem. Either I'll edit the area model or, failing that, I can simply make the shuttle texture invisible and then add the placeable.
  23. That is a bit tight, but it looks doable... and if necessary it could be scaled down. The game already cheats with the Ebon Hawk and shuttle sizes anyway. If you'd be interested in doing a new model, I could do the the videos. That might seem like more work but animation is more my thing. The texture is also already in the second game... VFreightL01.tga. Same one as the other freighters, just different UVW mapping. I've been trying to avoid 2DAs for the minor fixes, for better compatibility. When there's an issue like that I send it over to Hassat Hunter... and this is already in TSLRCM, and elsewhere. I only included it in my minor fixes for the sake of completion. I'll take another look before the next version, since I was planning to redo the other Kreia models anyway with the new version of MDLOps, but if I can't fix it I'll just remove it.
  24. There's another complication, though... the Onderon hangar is really small, so I don't know of many other ships in the game that would even fit in it. I don't think any of the freighters do. Yeah, I was thinking about that one... but it's not in the second game to my knowledge, and I'm also a terrible modeler. Yeah, it's messed up. But it's not recommended that you install those if you have TSLRCM anyway, since it already fixes those. I'll see about fixing it for the next update, but for now you can just revert to TSLRCM's version. The bad files are P_KreiaStunt.mdl and P_KreiaStunt.mdx. Thanks for bringing this to my attention. I'm not sure what's wrong with it, though. Animations look broken as soon as I import it into 3ds... it wasn't anything I did.