Fair Strides

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Everything posted by Fair Strides

  1. I don't know if you're replying to DP's pic, but I'll reply as if you're replying to the thread: You mean like I'm doing? http://deadlystream.com/forum/topic/4804-k1-scoutscoundrel-clothing-model-hybrid/?p=49931
  2. It's kind of hard to tell because I didn't get quite the same angle as you did for your shot, but there's a slight shadow around the mid-chest area, but that's pretty much the only indication it's the female version, from that angle at least. And I prefer the female character, mostly for RP reasons, but it's also the first model you'd come across in KT. And ditto for me. I felt scaling the torso and arms up would work better, but that's also 90% because I interpreted the request as just the jacket itself.
  3. Meanwhile I'm actually really amused that Darth Parametric and I started with opposite genders and are going about the task in the opposite way. All entirely uncoordinated, mind you.
  4. We aren't just old hermits up on the mountain you know. And for what it's worth, I scaled the jacket and arms up to 112% to approximate the size of the Scout's torso. And I just now learned that the right side of the jacket (if you're wearing it) is a bit longer than the left. That or I'm just blind.
  5. Alternately, I interpreted the request as wanting just the jacket: This completely untested and likely needs to be re-weighted to properly animate, but I can't do that stuff until I'm on my actual modding computer. And there's still some cleanup, like the edge of the vest if you look along the inner edge of the jacket.
  6. Would probably be easier to slice off the jacket from the Scoundrel and hide/tweak/delete the vest on the Scout and graft the jacket. I'll take a look at it.
  7. Looking at some of the responses, please also post your timezone and what days of the week you believe would be available.
  8. It seems your .nss file had none of the changes you've been told to make. I don't know if this is an issue on your part or because of your system, but here's the new .nss file. I did nothing more than apply Kexikus' syntax fixes and remove the "break;" line. k_pend_area01.nss
  9. @InSidious: You just did. @Sithspecter: Very good to know. I've got two people so far.
  10. I will assume you have KotOR Tool itself since you're modding. First there are some options that you want to make sure you have turned on in the Options menu (Tools->Options): Turn ON "Show Module Descriptions". Turn ON "Show Module Locations". After this, where you go depends on something: do you have .mod files or .rim files in your Modules folder? The .rim files are shown in the RIMs->Modules branch of KotOR Tool. The .mod files (which are the modded versions of the levels) are in the ERFs->Modules) branch. Once you search both of these (I'd search the RIMs first, at least to know which module you'd need in the .mod section) and find your area, you can extract your .git file. If it's from a .rim file, you'd need to go into the "Dynamic Area Info" branch. For example, the Endar Spire's first level would be like so: "KotOR 1->RIMs->Modules->end_m01aa.rim->Dynamic Area Info->m01aa.git". If it's from a .mod file, you'd need to go into the M branch (KotOR Tool shows the .mod files' contents in alphabetical order, rather than by file type) and grab the .git file there. Again using the first Endar Spire level as an example: "KotOR 1->ERFs->Modules->end_m01aa.mod->M->m01aa.git". Once you find the file, you'd simply hit the Extract button and send it to the Override folder. I will warn you to ONLY do this while testing a mod, as it will screw a normal game up.
  11. Please attach your current .nss file and any files needed for your items (.uti, possibly .mdl, .mdx, and/or .tga, .txi).
  12. I would like this idea to see as much light as possible, so for those that see the blog and the status update (or even the Reddit entry), please show this to anyone that might be interested. I am considering looking into a platform like Discord to hold something akin to a livestream event. Except that there wouldn't be music or gameplay footage, though there could indeed be commentary. If enough people would attend, I have it in my mind to hold an event where I talk about KotOR Scripting: What it is, how to learn it, the basics, specific functions, and I would be more than happy to do examples. This would be where you can ask questions about something and get some help. It also helps me to develop material in a usable form for me to create tutorials on the subject. Let me know what you guys think and if you have any suggestions, requests, or recommendations, I'll be more than happy to hear them. Edit: Looking at some of the responses, please also post your timezone and what days of the week you believe would be available.
  13. Not without resetting the entire area by putting the .git file in the Override folder.
  14. Is your computer 32-bit or 64-bit? I can provide a file, I believe.
  15. I found out why. I had made a mistake in the code that loops through the object's inventory, and apparently the effect is greater than it should have been. In the code where we have DestroyObject(oInvItem), REMOVE the entire line that says "break;". Ironically it broke things. It was supposed to just exit out of the loop, but it apparently cancelled out of everything...
  16. I can't answer that without knowing two things: What is the error message? and What does your script contain? (Can you post the .nss file as an attachment?)
  17. I make no promises save what I can get written down throughout the weekend.
  18. There is a slightly alternate form to do this, though it's not often used. It's not used because the normal method is exactly as Darth Parametric described. In addition, it relies on knowing the tag of the footlocker in question (which in this case is "end_locker01") and knowing the order of the spawned objects (if there's more than one object with that tag). In this case though, that is literally the only time that tag is used. So we can do this: remove the basic clothing item from the footlocker and then add whatever we want to it. I'll re-use the sub4 I posted above, but modify it like so:
  19. You would need to extract the k_pend_area01.ncs file from the end_m01aa_s.rim's Scripts, Compiled branch in KotOR Tool's RIMs section. You'd also need DeNCS to decompile the script. Or we'll assume you DL the .nss file below: k_pend_area01.nss In it, you will find the following code (I've added the comments myself): You can either change what the strings mean (they're just before all of the functions in the file) or you can copy and modify these lines if you want to add more items here. After this, you compile and drop in the Override folder.
  20. Can you start off by listing all of the mods you are currently using?
  21. *sigh*... You a**hole. Couldn't quote me for truth, but had to quote me just because I said not to...
  22. He looks like he has hide or leather leggings now. Like the skin of a conquered animal.
  23. Don't quote me, but if you take the mdlops.exe and the icon from your local setup and copy those to your KT folder, KT should use that updated version instead.