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Everything posted by JCarter426
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Version 1.1
841 downloads
This is a slight fix to address a problem that arises with certain mods. Certain weapon and armor textures are present in some other models, so if you install a mod that alters the texture mapping of these items, it creates a bit of a mess. This mod replaces the textures in these instances, so they will always use the original game textures. If you don't have any other mods installed, this won't do anything. But it won't hurt to have it installed either. If you spot any more incidents of this problem, please contact me and I'll add it to a future release. -
Ah, I wasn't sure if you had or not. I was working on this since I played with Toasty Fresh's models and I was planning to check out yours on my next go.
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View File JC's Merchant Inventory Fix for K1 This is a slight fix to address a problem that arises with certain mods. Certain weapon and armor textures are present in some other models, so if you install a mod that alters the texture mapping of these items, it creates a bit of a mess. This mod replaces the textures in these instances, so they will always use the original game textures. If you don't have any other mods installed, this won't do anything. But it won't hurt to have it installed either. If you spot any more incidents of this problem, please contact me and I'll add it to a future release. Submitter JCarter426 Submitted 05/19/2016 Category Mods K1R Compatible
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Version 1.1
3,349 downloads
This is a slight fix to address a problem that arises with certain mods. Certain weapon and armor textures are present in some other models, so if you install a mod that alters the texture mapping of these items, it creates a bit of a mess. This mod replaces the textures in these instances, so they will always use the original game textures. If you don't have any other mods installed, this won't do anything. But it won't hurt to have it installed either. If you spot any more incidents of this problem, please contact me and I'll add it to a future release. -
[KotOR] Decompiling .ncs files and camera issues
JCarter426 replied to Salk's topic in General Kotor/TSL Modding
The camera problem you're having is just one of the game's oddities, and there's no easy way to fix it. When the camera is set to angle 0, the game randomly selects another angle - usually 1, 2, or 3. 1 is a close-up of the speaker, 2 is over the listener's shoulder, and 3 is a wide shot. When angles 2 and 3 can't be displayed correctly - if there are other characters between the speaker and listener, or if they're too close to a wall, or whatever - then the game defaults to another angle instead. In this case, the game is defaulting to a close-up of the player. This problem can happen anywhere at any time, and it's not a problem that's going to arise every time, because it depends on the positioning of the characters and the random selection of the camera angles. So the only thing you can do is what you've been doing - fix each problem as they arise. Changing the angles to 1 shouldn't cause any problems, although it removes the variety of the angles, or at least, the variety that's there when it actually does work correctly. -
I hadn't thought to test if it negated other bonuses. That's good to know, although unfortunately it wouldn't do what I want. The attack bonus thing is tricky because DEX is applied instead in certain cases. And it would reduce the character's physical damage rather than the item's damage type. And it would stack if you wield two of that item. So I really don't want to go that route. Yeah, I suspected that... but I was checking the damage in the combat log too. So even putting the equipment screen weirdness aside, it's still not applying the right effects.
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Looks great! I'm not sure how to go about the textures. Using the original game texture would be a bit tricky since the mapping on it is all over the place. Lots of overlapping with some parts used multiple times, and adjacent faces using completely different parts. It's probably doable, but obviously a custom texture would look better, if someone is interested in doing one.
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Actually, you can use any script as an include file. It doesn't matter if it has main() so long as it has other subroutines. I usually give my include files a blank main() because that way NWNNSSComp will check it for errors. It doesn't affect how the scripts are included in other files in the slightest. Model variations are 8-bit, meaning you can only use numbers 0 through 255.
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I'm not sure if all of what you're describing is possible in K1. Unfortunately the upgrade systems for each game function very differently. In K2 you can simply create new upgrade items and their properties will be added to all sabers unilaterally; however, in K1 the upgrade properties are determined in each individual lightsaber item file, so it's a bit of a mess making new ones. I also got a bit carried away with some ideas I've had since yesterday. If I can get everything to function in the game, I'm going to be adding two additional hilt types and doing an overhaul of the lightsaber properties in baseitems.2da. Essentially, I'm planning to get rid of short lightsabers - they'll still be there, just grouped with regular lightsabers different - and use the third available type for my new ideas.
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Harbinger: Weird splashy Overlay texture
JCarter426 replied to Jorak Uln's topic in General Kotor/TSL Modding
That's applied in the module's ARE file. I believe they're the Dirty values, although it's been a while since I messed with that stuff. -
Glad you like it. I am planning on a crafting system. I haven't worked out all the details, although I have already done a lot of what you're describing. There are different crystal types, including the unstable crystal with the red lightning effect, and you'll be able to alter any crystal to a degree. The main thing I'm debating is whether to allow you to build stuff from scratch, or to make you track down the parts for it. In my K2 version the goal was to get rid of the randomness of the existing system and make up for the poor lightsabers to Jedi ratio. Once you finish crafting your own lightsaber, you can craft as many lightsaber parts as you desire, although you are still limited by the amount of crystals in the game. In effect, you can make as many lightsabers as there are crystals, and there is not a dearth of color crystals, so I think it worked out all right. You may be surprised to hear, however, that this is not what I had planned to do at all. Originally I wanted to make saber parts continue to be part of the random loot system. NPCs would no longer reward you with lightsabers and certain containers and stores and so on would also sell them. But I thought this might be considered an annoyance, so I changed my mind at the last minute. To process the gameplay into something that was rewarding but still fair just would've taken more work than I was prepared to do at the time. The issues I'm trying to address in K1, though, are very different from K2's. I don't think K1 is particularly lacking in lightsabers, because there are so many Dark Jedi whose stuff you can take. The problem I have with K1 is the lack of customization. K1 has no upgrade system for the lens, emitter, and energy cell, like K2 has. K1 has fewer lightsaber crystals than K2. K1 has fewer lightsaber colors, and the two most powerful crystals in the game are limited to one color each. Those are the things I'm trying to change here. Due to the game's limitations, the only way to go about it is to let you make your own crystals - the opposite of what I did in K2. Allowing you to craft crystals, which K1 really does need, in addition to crafting parts as you can in the K2 version would allow you to make infinite lightsabers, unless they're limited by some resource. So I'm still considering my options here. Well, I'm not sure how elaborate I'll be making the scavenger hunt just yet. It might still be more work than I'm prepared to do at the time. I'd be interested in hearing ideas, though.
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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.
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A little thing I've been working on:
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JC's Romance Enhancement: Biromantic Bastila Beta
JCarter426 replied to JCarter426's topic in Work In Progress
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. -
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.
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JC's Romance Enhancement: Biromantic Bastila Beta
JCarter426 replied to JCarter426's topic in Work In Progress
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. -
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
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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
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Version 1.0
755 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. -
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.
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Yes, that's right... and you can leave the texture entries the same so they otherwise match the originals.
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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.
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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.