Salk 376 Posted August 19, 2016 After installing 1.1 and removing those unnecessary files it seems something went wrong with the GenoHardan Blasters (cheating the item in works fine). Screenshots from my actual game. Carth seems quite less threatening like this but who knows? He might find himself a new career! I guess installing the new version over the old one is not entirely compatible with saved games. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted August 19, 2016 I'm fairly certain that is caused by the old .uti files which are still in your save game. Only solution is to use KSE to remove the old and add new ones. Quote Share this post Link to post Share on other sites
Salk 376 Posted August 19, 2016 I'm fairly certain that is caused by the old .uti files which are still in your save game. Only solution is to use KSE to remove the old and add new ones. I do believe you are right. Quote Share this post Link to post Share on other sites
Kainzorus Prime 206 Posted December 28, 2016 Now for the pressing question - WEN BROLY?! /cough I mean, wen TSL version? Quote Share this post Link to post Share on other sites
Kexikus 995 Posted December 28, 2016 Now for the pressing question - WEN BROLY?! /cough I mean, wen TSL version? In approximately -3 months: http://deadlystream.com/forum/files/file/915-high-quality-blasters/ Quote Share this post Link to post Share on other sites
Kainzorus Prime 206 Posted December 28, 2016 Odd. I've looked through his files, and still managed to miss that one. Quote Share this post Link to post Share on other sites
Sithspecter 909 Posted December 29, 2016 Sorry I didn't make a bigger announcement! Quote Share this post Link to post Share on other sites
Guest Posted February 12, 2017 Not sure if it's this or Kainzorus' NPC Overhaul but anyway, the surviving Republic Soldier- if I give him the serum and he runs over to be promptly killed- his weapon model disappears but he still fires! Any idea what could cause this? Quote Share this post Link to post Share on other sites
Salk 376 Posted June 25, 2018 On 6/3/2016 at 2:52 PM, Sithspecter said: I don't have any clue what is causing that. There is a similar thing that happens in the Sith Base on Taris, but it occurs in the vanilla game as best as I can tell. A repeating blaster appears just inside the long hallway that you enter after the first reception room. Sithspecter, Today I have been experiencing the bug of the repeater blaster appearing in the Taris Sith Base. Just like for the one I reported two years ago, this happens exclusively only if the player is not alone (there must be another party member). The solution, suggested by A Future Pilot (thanks!), is to rename the files just like you recommended in the past for the other rifle. We need to rename w_rptnblstr_004.mdl/mdx to w_rptnblstr_04.mdl/mdx. And apparently something extra done by DarthParametric with the war droid model as well. 1 Quote Share this post Link to post Share on other sites
Salk 376 Posted Thursday at 03:32 PM After several years, I return to post about a possible bug. When you are watching the duel between Deadeye Duncan and Gerlon Two-Fingers, Deadeye drops his blaster. During the cutscene, you can see a close up of the blaster on the ground. All is fine with the original model, but for some reason, using the high quality blaster model from this mod, the blaster seems to lie a little bit over the ground. Actually, it may just be that both blasters aren't properly on the ground but the high definition model simply projects its shadow while the original blaster doesn't. The pictures down here illustrate. I checked the position where it spawns (BP_GUN_SPAWN) and its Z position is set at 0.12, but even changing it to 0 there is no difference. Has somebody any idea about what's going on? 1 Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted yesterday at 01:42 AM The only difference is that vanilla blasters don't have shadows enabled. Just makes it harder to notice that it's floating as well. If you edit the vanilla model and enable shadows you'll see the same thing. If it was laying flat on the floor then half of it would be clipping beneath the ground. This could be an issue with the way CreateItemOnFloor works. Perhaps it only takes X and Y co-ords from the input location and calculates the Z (height) value dynamically from the walkmesh to prevent clipping. After all, locations only support a Z rotation value (heading), so it is giving it a Y rotation by itself. There might be some hardcoded element for how to deal with certain object types. In that case you might need to create a custom model of a different type. Quote Share this post Link to post Share on other sites
Salk 376 Posted yesterday at 04:50 AM Yeah, I figured. Not that BioWare has been shy about showing objects clipping through the ground in this game but l guess this is a less bad alternative. But l think it's better to create a custom model with shadows disabled for this cutscene. Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted yesterday at 05:45 AM If you want to test it, try this and see what happens. Duncan_Stunt_Blaster_Test.7z 1 Quote Share this post Link to post Share on other sites
Salk 376 Posted yesterday at 06:27 AM Just tested it. The shadow is still there. Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted yesterday at 07:03 AM Is that with the adjusted waypoint height? Try this script that switches to a location instead. Alt_Script.7z Quote Share this post Link to post Share on other sites
Salk 376 Posted yesterday at 07:16 AM Unfortunately, same result even with the alternate script. Just for testing, I swapped the blaster with a sword and it floats as well. I guess it may be the function itself, then? I tried to use CreateObject() using the original location and the alternate location for the item to spawn, but nothing appears at all in that case. Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted yesterday at 10:07 AM 2 hours ago, Salk said: I guess it may be the function itself, then? Yes. As I said before, there could be some hardcoded element to prevent clipping through the floor. Given that changing the height of the spawn location doesn't appear to change anything, I'm assuming it just ignores the Z value altogether and calculates it from the walkmesh height. 2 hours ago, Salk said: I tried to use CreateObject() While item is listed as a valid object type for that function, that could just be a holdover from NWN. They have the specific CreateItemOnFloor and CreateItemOnObject functions in Odyssey to handle their needs. 2 hours ago, Salk said: same result even with the alternate script Try this alternate model: Alt_Model.7z It contains a "measuring stick" that should be useful to gauge the offset from the floor. I also moved the blaster mesh below world zero. Quote Share this post Link to post Share on other sites
Salk 376 Posted 21 hours ago Okay, there are good and bad news in my latest test as you can see from the picture: changing the mesh below world zero was a good idea because now the blaster is definitely closer to the floor. On the other hand, there is a weird 4 color cylinder to the left of the gun. Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted 21 hours ago 10 minutes ago, Salk said: there is a weird 4 color cylinder to the left of the gun That's the "measuring stick" I mentioned. Each colour is 10cm high. It allows for a rough estimate of the required offset. Based on the pic, looks like -10cm is required (bottom of the light blue/top of the green is the model's Z axis 0 point). Quote Share this post Link to post Share on other sites
Salk 376 Posted 21 hours ago Oh, right. You wouldn't mind providing another model to test? Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted 20 hours ago Try this: Alt_Model_v2.7z 1 Quote Share this post Link to post Share on other sites
Salk 376 Posted 20 hours ago I'd say we can be happy with the latest version. I was thinking that everytime the game uses the CreateItemOnFloor() function there'll be the same problem, right? Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted 17 hours ago Not necessarily. Off the top of my head, the only other obvious examples I can recall are for Matrik laying mines and Calo throwing a grenade. I don't think there are any problems with either of those. For the former, that presumably explains why the trapkit models protrude beneath the floor. But as far as weapons go, yeah if you are creating a custom scene then it's probably not great. A better, or at least more flexible, alternative to the current approach would be something like the stunt weapon holding rig I made for taking screenshots of my melee weapons mod. Basically an invisible character that's just a couple of hand hooks. Going that route would allow you to equip any weapon you wanted dynamically, without needing custom models for each one. It would probably require different positioning depending on the weapon though, for which you can use different animations. 1 Quote Share this post Link to post Share on other sites
Salk 376 Posted 2 hours ago By the way, DP, I noticed that the stunt model doesn't really look like the standard blaster that comes with SithSpecter's mod. How so? Quote Share this post Link to post Share on other sites
DarthParametric 3,794 Posted 1 hour ago Because it's the vanilla blaster model. It was for testing/demonstration purposes, nothing more. That's why I mentioned the invisible character approach above, because it obviates the need for any model at all (besides the character itself), so it will work with any arbitrary custom model simply by specifying the appropriate UTI in the script (exactly as you'd equip any other NPC). Albeit possibly/probably requiring custom positioning adjustment, depending on the type and style of weapon. Quote Share this post Link to post Share on other sites