ChrisC26

Members
  • Content Count

    125
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by ChrisC26


  1. 17 hours ago, DarthParametric said:

    The problem is not the changes it is making to the DLGs, it's the fact that it lazily dumps a module DLG in the Override folder. This is not just bad from a mod compatibility standpoint, it's bad from a general game compatibility standpoint. There are three separate modules that have a lev40_carth.dlg file. Dumping one in the Override will replace all of them. Finding out which module it is supposed to be editing and merging the changes into the version in that module's MOD file is the appropriate solution.

    As far as k_hcar_dialogue.dlg goes, that is Carth's global DLG so that can stay in the Override.

     

    Thank you! 

    So what I plan to do is edit the lev40_carth.dlg in the lev_m40ac.mod file using the Holocron Toolset where zm_dropdpad causes the datapad to show up. From my understanding I can do this all with the Holocron Toolset and just save it from there.

    Then I'll edit the k_hcar_dialogue.dlg to include the zm_ebocomp script as ZimmMaster intended with his mod. Where the PC talks to Carth about being Darth Revan.

     

    Edit: That appeared to work. I played through the Leviathan and was able to get the items as ZimmMaster's mod intended.


  2. I am running into a potential incompatibility issue with K1CP and ZimmMaster's Revan robes mod.

    When the Leviathan sequence starts instead of the escape plan cutscene starting with everyone around the center table, a quick bit of dialogue plays from Bastila's "This isn't over Malak" line plays and then the PC is stuck in the Ebon Hawk with all the party members around the table. Towards the cockpit is a dialogue option saying "START CUT" or something along those lines.

    From checking around the files I think the culprit is the two Carth dialogue files from ZimmMaster's mod.

    38843833_Screenshot2024-07-19193854.jpg.6e9e4f9f5a749baf193486413f209d64.jpg

    And the following scripts

    1951632577_Screenshot2024-07-20102836.jpg.4cf9f51c2ac9e7b70b4b5f0a92a51b76.jpg

    I could not find any changes between k_hcar_dialog.dlg and the default KotOR .dlg file. I did not find any k_hcar_dialog.dlg files in any other mods so I think that one may be okay and from my understanding the ZimmMaster mod is supposed to add the zm_ebocomp.nss script to the k_hcar_dialogue.dlg dialogue. K1CP also has a copy of the k_hcar_dialog.dlg file.

     

    Now for lev40_carth.dlg I did find the following difference where it adds the zm_dropdpad.nss script. When I delete the lev40_carth.dlg file from the Override the problem goes away. If I add the zm_dropdpad.nss script to the default version of lev40_carth.dlg in the same place, the problem comes back.

    701862799_Screenshot2024-07-19213434.jpg.931839967a7188bee7d394e0bba45e47.jpg

    Here is what the zm_dropdpad.nss script does

    1010391692_Screenshot2024-07-20103625.jpg.6cd5bebfde19d38c424b033ebe5d0590.jpg

    And here is what the the zm_ebocomp.nss does

    1528913247_Screenshot2024-07-20103914.jpg.5d39dd1e917a09d616b001624ee6b217.jpg


    And lastly here is a screenshot of the changes.ini file from ZimmMaster's mod in regards to the script files and the dialogue files,

    47223697_Screenshot2024-07-20104211.jpg.f290208e2e6b640fa1f746242bf45961.jpg

    I would really like to make these compatible and work and I would appreciate any help!

    Thanks everyone!


  3. On 9/18/2022 at 11:11 AM, cehawa5700 said:

    Sorry to necropost but was this ever released? The "Prodigal Knight" recolor is absolutely gorgeous and having it in my game would be incredible.

    Sadly I don't think it was. But I agree that Prodigal Knight one is incredible looking. Also the all black corrupted robes are hella sleek . I don't think @L0ki194 has been on in years.

     

    I think this is the closest we can get atm unless someone wants to re-create Loki's designs or Loki comes back.

     

     


  4. Hey @Thor110 I just wanted to thank you too for continuing this project. If I had more time and KotOR modding knowledge on my hand I would help but I simply don't. I come back every now and then to check out what cool things the KotOR modding community is doing and this project is always at the top of the list for things I check on.

    I sort of wish the KotOR modding community didn't have such a strong stance on porting for so long or this project could have started years ago. But regardless I will keep following this!

    • Light Side Points 1

  5. Very interesting!

    Personally, I think the only things from the TSL engine/game that I'd like to see mechanic wise for use while playing KotOR is the higher level cap and the more in depth weapon customization/item crafting and I figured these two things wouldn't be possible to move over to K1 but IDK.

    I'm sure others could think of some other things.

    I guess it would be cool to have Force Enlightenment and have it work the way it works in K2 while playing K1. I'm sure people will grab the Force Crush animations and sounds and make a number of cool Force Power mods with it for K1. 

    I'd really like to see people bring over the, IMO, much better Jedi robe designs that can be found in K2 and all the new armors and items in general which I'm guessing will be fairly easy at least in regards to the models and textures.

    Mainly I'm just throwing ideas out there. I'm so busy these days I probably won't get to enjoy or help with some of the awesome things the community is going to do.


  6. So porting is finally good to go?

    In my honest opinion, this is long overdue. 

    I can't wait to see what awesome content the community can storm up. Maybe eventually we'll even be able to get most of the story from KotOR onto the TSL engine.
     


  7. I almost completely agree, however I would say this new 2017 Battlefront II is quite an improvement over the 2015 Battlefront and is very fun. The gameplay is smooth, it has great sound design, beautiful visuals, and decent action. In fact I would say the only major issue with 2017 Battlefront II is this whole micro-transaction bullpuckies
     
    I think the silver lining here is to get Disney and LucasFilm to notice that the fanbase is NOT happy with EA and that they need to have a talk with them. EA may be hot Supercalifragilisticexpialidocious in the gaming industry, but LucasFilm with Disney's might, could end them if they wanted to.
     
    In my opinion, it would be poetic justice after all the developers EA has shut down.

     

    Admin: Your post has been censored.  Your next profanity violation earns you a three month time out. 

    • Like 1

  8.  

    Question for anyone.

     

    Is it possible to be able to somehow run KOTOR II without steam. I wanted to kind of create a secondary folder so that i can kind have a separate folder for the Revenge of Revan mod, and not have to worry about changing files each time I want to switch between the game. It almost worked, but I couldn't run KOTOR II from the .exe file.

     

    I think I have a solution for you.

     

    Copy the entire contents of the "Knights of the Old Republic II" folder in "Steam\steamapps\common" and rename it something else like "VanillaSWKotOR2" or "TSLRCMSWKotOR2" whatever it is you want to designate it.

     

    Then whichever mod (or collection of mods) you want to play, simply rename the the folder they are in to "Knights of the Old Republic II" but just make sure no other folder is currently named as such.


  9. There's like a 77 page thread dedicated to the downfall of TSLRP on RPGCodex.net - including the Windu story.  It's not for the faint of heart but it's hysterical.

     

    Before you ask: Yes, I said and meant 77 pages

    Link?  Here is the link.

     

    Any recommendations on what pages to skip?

     

    I remember back in the day following the progress on the different big projects around LucasForums. 

     

    Was so much younger then... lol


  10. First you'll need the KotORTool by Fred Tetra. It should be on this site somewhere.

    There is also a HK47 melee weapons mod out there that should already do most of what you want for KotOR. A quick google search will find the mod. I don't remember if there is a KotOR2 version.

     

    Using the KotORTool you'll need to edit the .UTC files for HK47. It should be p_hk47.utc for KotOR but I don't remember what it is for KotOR2. You'll be able to change many of HK's beginning attributes, skills, feats, etc editing that file alone, so play around with that until you've got HK exactly how you want him.

     

    To change his feats progression, you'll need to use the KotORTool to edit the feat.2da file. This will let you change how many feats per level up character classes get. Since HK is the only character using the combat droid class, you can give him whatever amount you want.

    • Like 1

  11. As I said earlier, my knowledge of how the models and animations for KotOR work is very limited but would it be possible to export the male model and adjust its size to match up to what the female model should be? The model would not have the womanly figure though that the vanilla one does if any. Then it would be matched to the correct male animations?


  12. Wow I am so happy than many of you took interest in the idea. That is some awesome work there DP!

    That last shot without the cape looks really good.

    These make the already bland vanilla robes look worse!  :P

     

    Do you think once finished we will be able to simply use textures from say ZimmMaster's Jedi Revan Robes or say Svosh's Revan Redemption Robes?  

    Or do you think there would be texture issues because those mods use the hooded + masked version?

     

    If not, I suppose one of us will just have to make some cool texture skins to go with. I feel like a freeloader, I can provide .uti files I suppose if we don't want to use the vanilla ones..... I think I remember how to use KotORTool for that.


  13. You could try applying the texture from Avol's Darth Vader mod to an item of your choice.

    I've done this in the past and it seemed to work although the textures and models were more naturally compatible than what you're requesting.

     

    I was able to do it just by renaming the texture I wanted to the texture name of the model I wanted the texture to replace.

     

    Obviously you would not be able to release it without permissions. 


  14. Thanks to Sithspecter we have the great Revan flowing cape mod.

     

    I don't have any experience with the models and animations with the games but I was wondering if it would be possible to apply those animations to the version of the robes without the mask on.

    If possible would we then be able to remove the hood or model the hood in the down position so that the character's full head and hair can be seen and we can avoid the texture clipping?

     

    Then lastly make a few different colored variants with and without the cape.

     

    The classic black/red. The beige/brown. A brown/gold variant. A dark grey/black variant.

    Permissions would be needed from Sithspecter.

     

    In my opinion the "Darth Revan's Robes" and "Star Forge Robes" the vanilla game offers us has always paled in comparison to the more elegant design of the robe's caped version with the belt and all its extra additions.

     

    Thanks in advance to anyone who can help with this.


  15. Just wanted to add that if it was a vanilla light-saber hilt from Jedi Academy you're wanting, they are all pretty basic looking and probably possible to re-create from scratch compared to what some of the excellent modelers on here have done in the past.