Fair Strides

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Everything posted by Fair Strides

  1. Yeah, if the animation named "default" (assuming that's the breathing animation) was in "s_female02", you'd only need to re-compile it and "s_female03".
  2. @SuperSzym: No, the breathing animation is in one of the "super models" from which all of the NPC models (that are humans or humanoids) inherit there animations. Same thing with most of the heads, but the heads don't really breathe. So one would need to find whichever super model (either "s_male01", "s_male02", "s_female01", "s_female02", or "s_female03", in that order from first to last in inheritance), decompile it, edit what would probably just be called the "default" animation on the model, recompile it, and then re-compile any of the super models that come after it, with their files being in the same folder as this re-compiled one. Each of these super models has some of the animations, and they chain together through the field in the .mdl file that sets what super model the model references. "s_male01"->no super model "s_male02"->"s_male01" "s_female01"->"s_male02" "s_female02"->"s_female01" "s_female03"->"s_female02" The animations from the super models aren't actually imported when the model is compiled. The game will simply look in the model itself for an animation and then if it can't find it, it starts backtracking through the list of inheritance to try to find it.
  3. *grins* Naturally, I feel compelled to say yes. To figure out the texture for a specific armor, you need three things: 1. The row of the armor in baseitems.2da. 2. The row in appearance.2da. 3. The Texture Variation entry in the armor's .uti file. In baseitems.2da, a row has two columns of note: itemclass and bodyvar. The itemclass entry is the "root" of the texture name for the item's icon. For example, the Combat Suit in K1 is Armor Class 4 in baseitems.2da. The itemclass entry for that row is "a_Class4". The icon file's name is generated like so: "i" + + "_0" + . Using the Combat Suit as an example again, the Texture Variation is "1", so this would be treated as "01" by the game. Combining the itemclass for the Armor Class 4 row in baseitems.2da, we finally get a name of "ia_class4_001" for the icon texture. The bodyvar entry indicates which "model*" and "tex*" columns of the appearance.2da row to use. Since the body var is "C", the Armor Class 4 items use the "modelc" and "texc" columns. For the typical row in appearance.2da the modelc column would be "PFBC*" for females and "PMBC*" for males (where the * is "S", "M", or "L" depending on class in K1); similarly, the texc column would be "PFBC" for females and "PMBC" for males. So looking at the Combat Suit's Texture Variation of 1, the game would again see it as "01" and this is added right onto the texc entry. For females, the Combat Suit would use "PFBC01" and for males it'd be "PMBC01". For other items that aren't armor, the process is the same, except you would use the Model Variation field from the .uti file.
  4. Okay, time for some questions: 1. Do you run KotOR Tool as an admin? 2. Open a .2da file and immediately save it to the Override folder. Is the file actually there in your Override folder?
  5. Just so you know, the modell and texl columns are normally blank for males, so you'd need a new .uti file that uses the Dancer Outfit baseitem class OR edit the Dancer's Outfit (g_danceroutfit.uti) to remove the gender restriction. Similarly, the Dancer's Outfit is the only item that uses the modell and texl columns.
  6. Not quite what I meant, so I apologize: "hammer" as in "badger" or "interrogate"; hunting for details to clarify a vague statement.
  7. I would like to point out that KSE doesn't have a backup folder, so all I can guess is that you used the backup folder of either the Save Mission mod or Darth Dac's Warpband, which means the problem would be from one of the mods.
  8. @Lucy: I believe HH got that impression when you said to integrate this into TSLRCM...
  9. Because I know HH will hammer you about it (as I'm mentally doing so reading over the list): Okay... How were they changed, which scenes, all scenes?
  10. Also for the record, KotOR 2 dialogs have a field that I haven't tested and might help you: Which seems to correspond to a .2da file:
  11. With or without coding? And most of my attitude was because of the "half-assed" comment for a simple proof of concept... Did not take that well.
  12. @Kexikus: There is a way using Custom Tokens, but you'd be continually removing and re-adding the journal entry to update the custom token.
  13. I wasn't trying to be insulting and was in fact trying to phrase it to the contrary. I didn't respond earlier because I was going to the movies, but I thought for your post once said "if you want a half-assed static scene"; did it? VFX really aren't everything, you know. And there wasn't that much animation in the vanilla one; all Malak did was fold his arms and breathe... yippee. Also this scene doesn't have to be static. Things could still be animated to move around and rotate (you can even make the camera and lights move around and rotate). I feel like a got my ass chewed out for not having any smoke or breathing when this was intended as a simple proof of concept for crying out loud. It might just be the mood I'm in, but is there something wrong with a silly one or cosmetic changes?
  14. @DarthParametric: I really don't want to say it, but I think you might be mistaken, to a limited extent. Using MDLOps (I just double-checked the timestamps on the modification date of my copy versus the one here on download; they match), I deleted Malak's entire model from the ascii in Notepad, as well as the emitters, and then threw in a swoopbike. And then did a straight export and compile, with no animations. In K1: In K2 (just a straight compile to see if the lights or anything would be screwed over by a K2-mode compilation):
  15. 1. You're invalidating your entire point. You're saying the mod build doesn't have any issues when you yourself aren't using the full mod build. So how could you know if the full mod build doesn't actually have this issue? 2. Relevant from the post you didn't link, the OP: "Q: Okay, what about the restored droid planet for KOTOR 2, M4-78? Is it compatible? A: M4-78 is incompatible with the builds; it cannot be used alongside them without getting a late-game error which blocks the player from proceeding. I will say, however, that this is not as much a disappointment as you may think; M4-78 leaves much to be desired, and I would not recommend its use under any circumstances." I've actually talked with the author about this because I wanted clarification on what they meant and any details involved. In earlier, but still recent, test runs of the build, user(s) who used M4-78 with the builds found the Enclave door was shut and couldn't be bypassed without save editing. I'd call that a game-breaking bug. The author admits that this might no longer be the case, since some big mods like NPC Overhaul were dropped from the builds, but it hasn't been confirmed yet either way. In a personal note on etiquette, a person is bound for trouble when they assume their experience is the only experience. The caption for every ESRB or online content message is particularly apt: "Your experiences may vary." Just because you didn't have any issues (again, you weren't using the full build) doesn't mean the author was lying or trying to mislead their users. They were informed by their own experience as well as that of several others. Edit: Clarification from the author: The NPC Overhaul wasn't dropped, just the edits to the Enclave, due to a potentially-related error with the Extended Enclave mod.
  16. Background, colors, and panels would fall under GUI, which we do have some control over. We can't create new GUI, but we can edit what's already there, as far as textures assigned, position, and coloring.
  17. 1. If this is K2, do you use anything from the Workshop? 2. When editing the appearance.2da file, do you click on some other random entry before saving? This needs to be done so KT can recognize a cell being changed.
  18. @TheSarcasticCanadian: Would it be all the time, or just on the Ebon Hawk?
  19. Hint when looking at it in-game: Defense of armor = Armor Class, barring any special properties. Another help is the Max Dex thing; the Max Dex for Armor Class 4 items is 5, and this goes down by 1 all the way to 0 going up the Armor Class items.
  20. KotOR Tool can convert and extra multiple models and will optionally extract the textures used by the models, but for what you want, that isn't a possibility. TPC_to_TGA.7z However, extract the entire ERF file, erase all the textures you don't want, and then use the .exe file in here.
  21. As noted in the quoted post, this is contingent upon one of the original authors (Quanon) having free time. Currently he's in on the party member reskin mods. And when we were initially looking in on this, it was just going to be updating the areas with newer techniques, but he didn't keep the original source files, so he'll have to remake each of the areas he made from scratch now...
  22. Darth Parametric is correct (reference: here's the thread), though "half-assed" means that it wasn't animated.
  23. Not mine to share, unless Quanon says otherwise.
  24. From the wording and reactions of Saul Karath and Malak, I believe the events went like this: -Calo survives and is insulted that someone one-upped him. -Sith puts out a bounty on Bastila and any one who helps her. -Calo goes to provide info and hope to get hired so he can get vengeance and get paid for it. -Given his level of info, someone in the hierarchy funnels things around and gets Calo a direct meeting with Saul Karath. -Saul dutifully records info on Bastila, Carth, and other companions; realizes the importance of Calo's description of one of Bastila's companions in particular. -Presents Calo to Darth Malak and gives the hints we get in that scene; meeting goes behind closed doors. Whether Calo ever learns that you're Darth Revan or not is ambiguous and info lost in the void, but at the very least, he probably figured out Malak and Saul were very interested in that companion of Bastila's dying.
  25. I've got them all! Still cruising on the harddrive, gathering dust until I someday mess with them.