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Everything posted by JCarter426
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Adding a new custom .mdl file for a new robe?
JCarter426 replied to spoderrmon's topic in Mod Requests
You can replace a body slot, yes. You an either replace the model files, which would affect everyone who uses that model file, or patch appearance.2da to have entries point to a new model, which would only affect whomever you want. It depends on what you want to do. Models can be edited with the following tools: KOTORmax and 3ds Max//Gmax or KotORBlender and Blender MDLedit or MDLOps -
Adding a new custom .mdl file for a new robe?
JCarter426 replied to spoderrmon's topic in Mod Requests
UTI files don't determine the body model directly. The UTI file determines the base item type, which points to a row in baseitems.2da. That row determines a letter (A–J in K1, A–N in K2) for the body model variation, which points to a column in appearance.2da. The final model is determined by the entry in appearance.2da located at the appearance row and model variation column. It's not possible to add an additional body model variation because the game will not recognize new columns added to appearance.2da. All extant body model variations are used for K1. In K2, model J is unused. Mod compatibility is an issue, however, as that is the only one available. -
Malak end-game model change: Is such a mod possible?
JCarter426 replied to Mephiles550's topic in General Kotor/TSL Modding
As far as I remember, the two Malak models are identical except for the jaw, so animations aren't an issue. And even if they were an issue, the models are similar enough that they could fixed with a simple edit. As far as changing Malak's appearance mid-cutscene, this is easy enough to implement by giving him a disguise effect or item. If you are expecting to see the jaw being cut off with elaborate visuals, then Salk is right that it would require a stunt animation, which is a fair bit of work. -
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Heyorange's collar fix for JC's Cloaked Jedi Robes K1
JCarter426 commented on heyorange's file in Skins
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I'll see about compiling Mac and Linux versions after it gets a necessary update.
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Reminds me of the icons for the Force Powers in the Jedi Knight games.
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Adding existing rooms to a Module
JCarter426 replied to Obi Wan Pere's topic in General Kotor/TSL Modding
KAurora can also edit the room links, although I would really recommend acquiring Gmax and KOTORMax for the convenience, since you can get Gmax for free.- 8 replies
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There are a lot of parts involved, but this is perfectly reasonable first as a first attempt at modding if you are prepared to learn. The basic steps are: Create the merchant NPC (UTC file) Create the store inventory (UTM file) Add the merchant and store to the the game Create a dialogue (DLG file) so you can talk to the merchant and attach this to the Conversation field on the merchant Write a script to open the store and attach this to a node in the dialogue file Here are the essential tools required for the job: KOTOR Tool to extract files K-GFF to edit the merchant's UTC file, store inventory UTM file, and UTI files for any new items you might want to create DLGEditor to edit the merchant's dialogue NWNNSSComp to compile scripts TSLPatcher and ERFEdit for compatibility if you intend to release the mod You can find a rundown of the most common modding tools here. There is also an archived tutorial from LucasForums on how to create a merchant here. A couple more notes: For my Jedi Tailor mod, I added a trigger (UTT file) to the dynamic area information (GIT file) that spawned the merchant and all other related objects. I felt that this had the smallest footprint and would therefore be best for compatibility. I also added a few invisible placeable objects to keep track of local variables relating to the tailor's dialogue. KOTOR 1 typically uses global variables for this, and I feel this should be avoided unless strictly necessary, again for compatibility. KOTOR 2 has more local variables available, so the merchant could handle them all alone.
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Assuming there are no file name conflicts, yes, that should work. It's somewhat better practice for compatibility purposes to use TSLPatcher to patch the merchant file in a .mod file, but this isn't strictly necessary, especially if this is for your own personal use. The only caveat to add is that you have to load a save from before you ever entered the area where the merchant is.
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If you haven't already, you should recompile all the scripts for KOTOR 1. The vast majority of the NWScript functions are the same and the bytecode formats are the same, so many scripts compiled for one game will work in the other, but any differences will result in runtime errors. When the virtual machine interprets a script function that either doesn't exist or doesn't match the expected signature, it stops executing the entire script. For example, the function CreateItemOnObject() is available to both games, but in KOTOR 2 it has an extra parameter at the end for hiding feedback. // Stuff CreateItemOnObject("item_name", target, 1); // More stuff vs // Stuff CreateItemOnObject("item_name", target, 1, FALSE); // Here be problems Something like this will obviously compile fine with a KOTOR 2 compiler, and, as I recall, it will even execute in KOTOR 1, creating the item... but then the rest of the code won't execute. Recompiling for the correct game will catch a few problems at compile-time like your issue with the KOTOR 2-exclusive function here, but perhaps more importantly, it will also fix the sublte errors like this that won't occur until runtime.
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Yes, as I recall, I updated my mod with the same fix we added to the Community Patch. So either should work in the meantime until SS is able to add the fix to his mod.
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Because you keep insisting that if Malachor existed, it would be the only place Malak would have taken Bastila without giving any evidence for that claim. Especially in the post I just quoted. Where is your evidence for this? The temple has a torture chamber for torturing Jedi which was successfully used to seduce a Jedi to the dark side. Fine, then, you were wrong. Happy now? I don't see how this is a problem. Revan was not personally responsible for everything that ever happened, nor should Revan be. KOTOR 2 goes in depth about the Exile's involvement in the Mandlaorian Wars because the game is about you, but it also builds up Revan as a master strategist and godlike figure more than even KOTOR 1 does.
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What is your evidence for this? It is by no means said in KOTOR 2 that Malachor is the only place to make Jedi fall to the dark side, or even the first: It seems likely that Lehon had the same property: Malachor is perhaps the most important of these three locations in KOTOR 2, but that is in KOTOR 2, when it is the only one of the three that has not been discovered and attacked by the Republic. If your alternative is that there is no choice and other people should not be allowed to make a choice that you disagree with, in a roleplaying game, then I cannot be convinced this alternative is inherently better. Yes, because it was the source of the infinite fleet. The Trayus Academy was not. Later, the Sith lost the Star Forge, but still had the Trayus Academy. No, this is not true: There is no definitive answer given in the game, and it is speculated that they had already begun to fall before discovering the Star Forge. You said the game gave you no opportunity to counter Kreia's argument, and I showed you a quote in which Kreia literally says "you were right." I don't know what more you want. Do you want another example of Kreia saying you were right? Yes, Canderous attributes the Republic's victory at Malachor to Revan's strategy. So does everyone in KOTOR 2. However, other people were there and did things that Revan personally did not do. There is no indication of any connection between Exar Kun's Sith and Revan's Sith in the game beyond this one line. I think it's a relic from an earlier draft of the game in which Bastila was Vima Sunrider and the game followed up more closely on the events of the Great Sith War, but that is only speculation on my part. On that note, though, you are willing to accept connection between Exar Kun's Sith and Revan's Sith in order to explain this continuity error, but you are not willing to accept a connection between Revan's Sith and the Sith of KOTOR 2 who were explicitly written to be survivors of Revan's Sith?
