JCarter426

MOD:JC's Supermodel Fix for K2

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JC's Supermodel Fix for K2


This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game.

First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that.

Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1.

Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models.

I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix.

If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 


  • Submitter
  • Submitted
    08/26/2017
  • Category
  • TSLRCM Compatible
    Yes

 

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By "freezing in place" do you mean when the character can't move after combat, or do you mean they don't move during combat yet the attack strikes anyway?

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By "freezing in place" do you mean when the character can't move after combat, or do you mean they don't move during combat yet the attack strikes anyway?

When the character attacks let's say with Sniper Shot using a heavy weapon the character won't do the sniper animation when the character attacks with sniper. They can still move, it's just they don't do the animation they're supposed to do.

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Update!

 

Fixed dual blaster animations. Somehow they ended up in the wrong place in K2, so I restored them to the K1 positions. So the blasters will no longer clip through the hands or hover in the air.

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I didn't notice any other differences, but if there are any I could take a look. What's the problem?

In K1 whenever you run with an active lightsaber (Or any melee weapon) the character keeps the weapon pointed forwards. In TSL the character doesn't do this, instead, it appears to use the same animation the character uses when unarmed for both the single and dual wield melee weapons. But it gets even worse with Double bladed weapons when you run with it (Especially when you're female) it looks like they're carrying a flag or something.

 

Try it out in game you'll see what I mean.

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Oh, I'm not sure. The walk and run animations are completely different in K2, so it's not a minor thing that can be fixed.

 

Hmm, I took a look at them and if it's just the right arm I could probably do it. I don't really consider it a mistake that needs to be fixed, though. I'm fairly certain they changed the walk and run animations in order to accommodate the robes with capes, so it probably looks the way they intended it to look. Changing it back could possibly cause some clipping problems, but probably nothing worse than the game is guilty of already. Eh, I'll think about it.

 

Update! Well, I can't sleep, so I did that. As I suspected, it does clip a bit. I put it in a separate, optional folder, so if you don't want it you don't have to use it.

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Really like the fix. I know it is 2019, but I wonder are you going to have a look at 

1. Kreia's hand when holding a weapon

2. Wookies' (Hanharr) left hand when dual wielding

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The Kreia thing isn't a supermodel issue, so probably not. She would need an entirely new animation set to fix her hand issue, which probably could be done, but it's not something I'm interested in doing in the near future.

I'm not sure what the problem with Hanharr is, but it could be a supermodel issue, so I'll take a look at some point.

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43 minutes ago, JCarter426 said:

The Kreia thing isn't a supermodel issue, so probably not. She would need an entirely new animation set to fix her hand issue, which probably could be done, but it's not something I'm interested in doing in the near future.

I'm not sure what the problem with Hanharr is, but it could be a supermodel issue, so I'll take a look at some point.

Untitled2.png

 

I don't think wookiee is using the super model, since they are much taller

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5 hours ago, JCarter426 said:

They do, although if it's only misbehaving for them it could be a model scale or rigging issue.

So, are you interested in creating a mod for fixing this issue?

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Well, I didn't say that. I'll take a look at why it's happening, but if it's not an issue with the supermodel and an issue with the Wookiee models themselves, then it's out of my hands. I mean, I could do it, but a) I don't particularly want to re-rig four Wookiee models, and b) it wouldn't be appropriate to release with the supermodel fixes given the potential compatibility issues and would be best left as a dedicated Wookiee mod (which I'm not particularly interested in doing because see a). But I'll have to see what the problem is first.

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Posted (edited)

Hey JC love the mod. I currently have TSLRC installed. I copied and replaced files and it seems to be working. However when I try to augment your mod further with K1 running that you provided (I override S_Female03.mdl, S_Female03.mdx, S_Male03.mdl, S_Male03.mdx from K1 folder), the left hand lightsaber (while i dual wield and start moving) starts to misplace and goes into my PC's wrist, the running animation works flawlessly though. The mod works fine without K1 running augmentation. I also checked on different armors thinking maybe its other mods fault but no the misplacement seems to be universal once the K1 running is installed. 

Star Wars  Knights of the Old Republic 2 Screenshot 2020.03.10 - 16.28.48.99.png

Star Wars  Knights of the Old Republic 2 Screenshot 2020.03.10 - 16.28.41.83.png

Capture.JPG

Edited by Papa_Igni

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Hey JC it appears that "ready" stances are fixed

sp1.png.17038f362142be081744332b7c3e9ce0.png

 

But idle stances aren't

sp2.png.429a73cef17f0a3ed75f3407a7fb843c.png

 

I have no other mods that mess with mdls or mdx or nothing except for tslrcm, and yet I think it must be from my end otherwise you would have noticed this right away.

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Greetings, mod's author. Hope you're doing fine. :cheers:

I use this mod with my playthrough, and apparently there's a missing animations for dodging with a single-blaster. I play female PC and when she [supposedly] dodge the incoming lasers - she'd just freeze in place.

Anyway, was the animation supposed to be g5g1 - as referenced by this documentation? Or was it something else.

Much thanks for considering this, and may the Force be with you.

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On 9/2/2017 at 7:56 PM, JCarter426 said:

Update!

 

Fixed dual blaster animations. Somehow they ended up in the wrong place in K2, so I restored them to the K1 positions. So the blasters will no longer clip through the hands or hover in the air.

I noticed this for the first time ever on my most recent K2 run, which most be something like my 25th or 30th haha... of COURSE this modding community would have already noticed it three years earlier and made a fix, despite this game coming up on its 16-year-old mark 🤣 Thanks as always, JC!

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