Search the Community
Showing results for tags '2da'.
Found 2 results
While trying to install a mod that added entries to placeables.2da, I came across a relatively severe limitation in KotOR that I feel should probably be known to anyone attempting to make or use large-scale or placeable mods. Maybe this is known or was documented on lucasforums, but I didn't find it anywhere. Unique placeables defined in placeables.2da are limited to 256 (0-255). If you use a value higher than 255 for 'Appearance' in a UTP file, it rolls over. So 256 = 0, 257 = 1, etc. That might not sound like a big deal, but the vanilla game already has 232 placeables, which means that there are only 24 placeable slots available for use by modders. K1R adds 8 placeables, so if you're using that, you have 16 slots available. BOS:SR 1.5 adds 21 placeables, so if you're using that, you have 3 slots available. And if you're using both of those mods you're already over by 5. So people using K1R and BOS:SR can't use any additional placeable mods (and should experience some visual errors in-game from getting the wrong placeables). This seems like key info for users to be able to evaluate what mods they want to try and use based on how many placeable slots they use. It is also among the first things to check if you have any problems with placeables not showing up or showing up as the wrong thing. I am wondering if any experienced modders know or will be able to think of viable workarounds for this? I've tried putting placeables.2da into module files (and removing it from Override/), but that doesn't seem to work. My only other thoughts have been: Making certain placeables characters instead of placeables? You lose any walkmesh related functionality like blocking line of sight... Combining certain placeable models and using animation states to swap out the mesh that is showing. For example, BOS:SR includes 6 rock placeables, could it be 3 if one rock was the 'on' state and another was the 'off' state? Baking placeables into area geometry? This is more work, harder to make fine adjustments, and you can't interact with the objects at all. It would have the advantage that you could 'easily' lightmap 'each instance' of the placeable though. Now that we have advanced model compilers this is at least a more viable option than in the past... I can say that this definitely applies to the GOG and Mac Aspyr versions of K1, I don't know about others. FWIW, this limitation doesn't seem to be present in TSL as its vanilla placeables.2da file has more than 300 rows (thanks DarthParametric for checking that).
How to use Alien Voice Overs in kotor 1 If you are familiar with the DLG EDITOR skip to STEP 4, otherwise continue reading. Step 1: download kotor tool > http://deadlystream.com/forum/files/file/280-kotor-tool/ Step 2: Download dlg editor > http://deadlystream.com/forum/files/file/750-dlg-editor/ Step 3: Watch and read other tutorials about dlg (short for dialogue editing) > http://deadlystream.com/forum/topic/3419-kotor-1-dialog-editing/ And https://web.archive.org/web/20150925104635/http://www.lucasforums.com/showthread.php?t=180845 Don’t worry about trying to understand everything written on the Lucasforums. You only want to know the basics, until you need to learn more. Let me briefly explain the three things you need to know before implementing Alien Vos. First: extract the dialogue file using the kotor tool. You will find this file (presumably you have already chosen it) in the RIMS > Modules > then the specific modules, for example manm26ab_s.rim. Do not attempt to edit the dlg file with the kotor tool, it is bugged. Do not attempt to edit anything or even open it in the kotor tool for dlg files only. If you extract the file after opening it with the kotor tool dlg editor it will be bugged. Second: Understanding basic add reply and entry: Reply is the PC dialogue option, entry is the NPC dialogue option. When left untouched after being created it will read (continue), if left this way, the dialogue will be skipped allowing you to put together two or more NPC or PC replies. Third: How to access the 2da files. Open kotor tool > BIFs > 2da.bif > 2d Array > AlienSounds. Double click aliensounds and it will show you a master list of Alien Vos. STEP 4: Discern what alien VOs you want to use, i.e. don’t make a Wookiee speak Ithorian. Take your hands off the keyboard and think. Where did you hear the Alien VO used in the game? Which modules (maps or locations in the game) did you hear it? I’ll use my example, I wanted to get every female Twilek VO (28 total) but I had to find each module that had these lines in them. Because, not every module has every VO listed in it. I ended up going to four different modules > Tar_m02aa/ Tar_m03ae/ Tar_10ac /tar_m11aa. Determining which modules have you VOs is painful, ask around, or go look into the dlg files of each module you think might have that VO. This is what I did. Yeah, I mean the painful choice, thanks for asking… STEP 5: These modules I listed previously all have a .lips folder that accompanies them. This is what you want to toy with. Once you have the modules names, do not extract these modules! Just write down the list. Instead go to where your kotor is installed, click on a folder called “lips” and take out each of the files named after the modules on your list. Mine were > Tar_m02aa/ Tar_m03ae/ Tar_10ac /tar_m11aa. Step 6: Now copy and paste these files into your MODULES folder found next to the LIPS folder somewhere. Exit out of kotor tool, and restart it. It has to reload itself, it does not refresh automatically. Step 7: ERFS > Modules> there should be your module (example Tar_m02aa.lips) with a .lips attached to it. Double click on that> click on “N” then extract whatever VO you want. Some modules may not have any of that alien’s VOs. Step 8: Rinse and repeat step 7 until you have all of your VOs you want or all of them in general. Double check how many total VOs for that alien exist by going back to your 2da AlienSound file. Step 9: Create a folder to extract and keep track of the alien VO’s. Step 10: Understand basic shortcuts listed by the AlienSounds such as angs, seds, hpys. The first three letters dictate the emotion, the fourth dictates the length. Ang=angry, Sed=Seductive, Hpy=happy, they are easy, ask around if you don’t understand one. A hard one might be comm1 =common medium 1, there are two of them. Some have numbers, just means some variation. Back to the length S=Short, M=Medium, L=large. Step 11: Open the dlg file you wish to edit, put alien VO into the SOUND, not the VO_ResRef. It will only work if you check “Sound EXISTS” Now you will hear the VO when you talk to the NPC, but wait. The lips don’t move? Step 12: You’ve collected all of the VOs that you want from the lips in step 9, copy and paste those into the override folder. Now when you speak to the NPC their lips will move. Capitalization is not important you can write N_GFTWILEK_ANGS or n_gftwilek_angs. HACKS FOR NOOBS: simply do step 11 and ignore the lips never moving, be content with your poor work, and be hated by everyone. Hope this tutorial helps you understand everything you will need to know for adding alien VOs. Credits: Bead-v, RealRece, and SithSpectre basically taught me all of the above. I merely transcribed their teaching onto a tutorial.