JCarter426

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Posts posted by JCarter426


  1. On 12/2/2020 at 10:08 AM, Salk said:

    1) a "twitch" of the right arm of every model.

    This seems to be an issue with the KOTOR 2 animation. As I recall, the robes have a custom idle animation to reduce clipping with the arms and the cloak. But the animation appears to have a glitch in it. I'll see if it's possible to improve that idle animation for both games when I get a chance.

    On 12/2/2020 at 10:08 AM, Salk said:

    2) Bastila's front "tail" of her clothes clip awfully much.

    3) Jolee's front "tail" having wrong animation in the cycle

    These are issues with Bastila and Jolee's original body models. Their skirt flaps are dangly meshes—they aren't animated. They move based on the wind and some other physics. Very limited physics.

    I looked into weighting Bastila's skirt flaps to the robe bones, but I couldn't get it quite right at the time. I didn't attempt it for Jolee. I was able to do it for Juhani, because she only has the back flap and that lined up with the cloak fairly well. Maybe I'll try again for the other two, but it didn't seem very promising the first time around.

    • Like 1

  2. 6 hours ago, Salk said:

    The burn mark model doesn't use any texture so my asking you is just a curiosity: if it did use a texture, I could have used an invisible one with the same name in the .mod file and that might have worked or did you mean something else?

    That should work, yes.

    Maybe you could edit the burn mark model to use a solid black texture globally, then localize the texture to be invisible where you don't want to see it. However, if it's not using a texture right now, and instead it's using particle color as I assume, then I'm not sure if it would be possible to give it the same look with a texture. Depends how it's set up.


  3. I haven't tested it, but I recall hearing mention that putting models into modules won't work except for the area models for that module.

    If the burn mark model uses a texture, you could try inserting an invisible texture. Those generally do work as long as there are no bump maps. Again, I haven't tested this, but allegedly they also must be TGA/TXI and not TPC.


  4. 5 hours ago, Kexikus said:

    May I ask what it is you don't like about Manaan? Not that I'm going to change anything at this point but I'm curious.

    1 hour ago, La Ingobernable said:

    The main problem I have is that I grew attached to the original structures seen from the docking bay. They look absolutely majestic and colossal in my eyes. They make you feel like you're in a truly alien world.

    I will also have to adjust to the new look, but I think the perspective in the original billboards is off. It looks like they go off to the distance in a straight line, when the rest of the background of Ahto City is curved. It makes them look flat, like they were draw on a wall in the sky, which obviously they were. Realistically, the last few would be hovering in the air, not connected to the rest of the structure. So I think something had to be done, and Kexikus' version fixes that.


  5. I don't know, no. But I think the solution you described could work. As long as the global is increased, I think that should prevent the pre-Leviathan dialogue from firing.

    I would want to check if there's any dialogue that doesn't reference Saul and therefore could be salvaged, though. Branches that you could pursue freely after the Leviathan no matter what, if they weren't available before, if there's no reason preventing it. That would require fiddling with the scripts there too, though.


  6. As far as I recall, no, that is not a local issue, but there's a reason for it. Most of Carth's dialogue has to be advanced before the Leviathan because he repeatedly broods about getting revenge on Saul. The Dustil quest is triggered when the global K_SWG_CARTH is set to 8, but the value must be at 14 after the Leviathan in order for the romance to continue along the romance branch "I think it's time we talked about me being Revan, don't you?" instead of the non-romance branch "We need to talk. About me being Darth Revan." And as you noticed, it is not possible to advance Carth's dialogue tree while the Dustil quest is active.

    I don't believe that editing k_plev_throwdown alone would solve the problem, however. It looks like the reason they set the global to 99 there is to make it impossible to advance the Saul-centric dialogue after Saul is dead, as the conditional scripts don't check for that:

    Spoiler
    
    //:: k_swg_carth25
    /*
        After the final Star Map has been found
    */
    //:: Created By: David Gaider
    //:: Copyright (c) 2002 Bioware Corp.
    
    #include "k_inc_debug"
    
    int StartingConditional()
    {
        int nRomance = GetGlobalNumber("K_SWG_CARTH");
        int nPlot = GetGlobalNumber("K_STAR_MAP");
        if ((nRomance == 14) && (nPlot > 49))
        {
            return TRUE;
        }
        return FALSE;
    }

     

    They only seem to check if the value of K_STAR_MAP is greater than whatever is relevant, so this would still be true.

    I'm also not sure whether it's feasible to allow you to continue advancing Carth's dialogue while the Dustil quest is active. It depends on the dialogue, I suppose.

    If I recall correctly, there is another potential issue in that you can't trigger the Dustil if you have already visited and completed Korriban. I'm not sure how this affects the romance.

    • Like 2

  7. In general, I don't think so. There are similar problems with the saving throws, which other mods can fix. There is also a bug with Ramana and the Red Eclipse refusing to pay you once you have a prestige class, which we plan to fix for the next update, but that won't be for a while. But considering how worthless credits are in this game, the benefits outweigh this problem, and of course these bugs are limited to specific dark-sided choices.


  8. As for the arms and floaty ball thing, it's possible to copy the animations over. I'd suggest that you create dummy objects for each mesh, placed where the pivot point is, and then copy the position and rotation animation controllers over. Then after you model your replacement, you only need to parent the objects to these dummy objects, similar to how the lightsaber throw animation is set up.


  9. See the discussion here. Basically, area models in KOTOR 2 won't render a room if it has no walkmesh, unlike KOTOR 1. Skyboxes in KOTOR 2 always have a walkmesh somewhere on the model to get around this.

    @bead-v had talked about updating MDLEdit to add a dummy aabb node when models are missing one but I don't know what the status of that is.


  10. 18 hours ago, ManGuyBen said:

    The closest I've come to finding what I'm looking for is coming across the GetEnteringObject() function being used. But I have yet to find the NSS file where it's defined.

    This is a C++ routine, not a function defined in Neverwinter Script. It's defined in the source code for the game executable. Neverwinter Script is a separate scripting language that makes calls to the actual C++ routines. You can find a list of them in nwscript.nss. But they are implemented in C++, not Neverwinter Script. Since we don't have the game's source code, all we can really do is make guesses about how they work.

    I was skeptical of it being related to player coordinates—based on my experience with it, and what I've heard from other modders, I thought it was some sort of resource management issue with the game mistaking a reference to one trigger for another. However, I was able to repeat the issue on the Endar Spire in the same location after moving the door, and I don't believe there is another trigger in that location.

    For the record, I encountered the issue during regular play in the enclave, somewhere around the rotunda. I was able to repeat it on the Endar Spire without Trask in the party by warping back to it, and also by controlling a different party member.

    • Thanks 1

  11. 6 minutes ago, TSLforever said:

    I take it Lorna Vash was not supposed to be found dead? Korriban feels extremely short too. Then there is the Droid Planet (I haven't read too much about it or played the mod).

    Given that she has different voice actresses in the trial and on M4-78, I am not certain that the one on Korriban was even meant to be Vash. There is an unused female Jedi head that was used for Kaevee in TSLRCM and TSLRP before it. Perhaps they were originally two different characters.

    The Vash on M4-78 was also called Mara at some point.

    8 minutes ago, TSLforever said:

    Also, why did Mandalore not want the Republic to suspect that they were on the Ravager?

    The only thing that makes sense to me here is that he was talking about the Ravager crew and using "Republic" generally to mean non-Mandalorian. They mention that the Ravager was a Republic ship later on in the conversation after all. Still, it's weird.

    12 minutes ago, TSLforever said:

    How did the Force Bond between Kreia and The Exile break? Did it break?

    I remember having this conversation before, but I think it was on LucasForums. If you're talking about how killing Kreia doesn't kill the Exile,  as far as I see it, there are a few different ways you can interpret this. For one, we only have Kreia's word that the bond could be fatal. Everyone else you talk to about it says that bonds don't usually work that way. Kreia manipulates the Exile by letting them believe things she knows not to be true, e.g. the Council being responsible for cutting the Exile off from the Force, so perhaps you could simply add this to the list. Second, Kreia herself says that in battle they will be able to shield each other from the effects of the bond—which is evident since damage to Kreia doesn't translate to damage to the player in gameplay—so perhaps this was never a danger for a different reason. The Jedi also describe some ways in which a bond can be broken, such as if one person falls to the dark side, or their if their feelings about each other changed. Whether Kreia fell to the dark side is a whole other argument, but a possibility, and I think it's a much easier argument to make that the Exile's feelings about Kreia changed after her betrayal. So perhaps the bond broke one of those ways. Finally, in some cut content in the dark side version of the enclave meeting, and in the final duel, Kreia talks about making the Exile feel the Force again and overcome the weakness of relying on Force bonds. So perhaps confronting Kreia and not being able to draw on their bond cured them of their bond addiction.

    To add to the confusion, Kreia has an alternate line in the enclave in which she says that she has severed their bond.

    24 minutes ago, TSLforever said:

    Who blasted HK-47 to pieces and how did Droid Merchants get parts for him!!??

    I don't have any good answers for this. I got the impression that HK was dismantled so that he couldn't override the navicomputer voice lock, but then there's also talk that he was in the process of being rebuilt for some task.

    26 minutes ago, TSLforever said:

    I am still not completely clear about the sequence of events that lead to Kreia being on the Hawk in the beginning of the game.

    Neither am I, since Kreia, the Peragus staff, and even the disembodied tutorial voice mention the Ebon Hawk having a crew that we never see.


  12. 7 hours ago, TSLforever said:

    Dialogue on the Ravager seems to indicate that The Exile was not supposed to accompany Mandalore and Visas.

    It certainly seems that way. On the other hand, there are parts where the Exile was clearly meant to be in control, such as the encounter with Tobin and Visas' cell. @bead-v, @InSidious, @VarsityPuppet, @zbyl2, and I have discussed it at length on Discord in the past and honestly I don't think anything any of us have come up with makes sense of it. We have various ideas on how to resolve the awkwardness but everything we've come up with is almost certainly not what the developers intended due to some other weird part that contradicts it.

    7 hours ago, TSLforever said:

    How did Kreia and Handmaiden get back to Telos? How did HK and Bao-Dur go to the HK Factory without anyone noticing?

    How does Kreia get to Malachor? How do the Handmaidens get to Dantooine when the Exile is female? Who rebuilds the enclave in the dark side ending?

    I have no answers.

    I think we have to live with stuff happening off-screen for a lot of it for the sake of the pacing.

    7 hours ago, TSLforever said:

    And Malachor?!?! How did the Hawk get fixed? Why was the party separated?

    Presumably T3 fixes the ship, and it seems that the party was all thrown out of the ship like how you get repeatedly thrown clear of shuttle crashes earlier.

    I believe these issues were things that Malachor VI intended to address.

    @VarsityPuppet@VarsityPuppet@VarsityPuppet hint hint

    • Like 4
    • Haha 1

  13. Well, there is the Force Enlightenment power that does exactly that, but you don't normally get it until late in the game. You could give it to yourself earlier with KSE.

    As far as extending the duration of Force powers goes, all powers run through the script k_sp1_generic, so compatibility is not really possible regardless of TSLPatcher. For better mod compatibility, spells.2da would have to be patched so the different powers use different scripts, and then new scripts would need to be written. It's a project I've considered before, but I am still busy working on improving the random loot system at the moment.

    • Like 1

  14. I've fixed a lot of bugs in that code and documented it, which might help. Although I have to get around to fixing the bugs I introduced to it by foolishly forgetting how switch cases work... I'll get back to you.


  15. Hmm, is that not just from from GetTreasureBundle()? That function calls another function that returns a string containing both the item template and the amount of items, and then extracts the the template from it.

    My guess is that the stack issue is from the recursive function GetTreasureSpecific(). It still happens with my cleaned up version, and actually it happens with a critical capacity of fewer items due to my changes that eat up more of the stack.

    In my tests I think the original code failed at somewhere between 100 and 200 items, while my code fails at about 60. It's should be fine for all realistic use cases but it would also be nice if the problem could be avoided.