ebmar 893 Posted December 23, 2021 View File [K1] Alignment Fancy Bits This mod adds fancy VFX and SFX alignment change both to the dark side and light side in two available style; TOR and TSL. -= BACKGROUND =- Not much of a background -- just my curiosity fueled with @DarthParametric's invaluable insights and assistance trying something never been done [at least to release stage until this mod was attempted] and documented previously to K1 based on its successors; The Sith Lords and The Old Republic. -= ABOUT THIS MOD =- TOR style -- adds IN-cutscenes VFX and SFX based on TOR's TSL style -- adds POST-cutscenes VFX and SFX based on TSL's TOR style no SFX -- adds ONLY IN-cutscenes VFX based on TOR's TSL style no SFX -- adds ONLY POST-cutscenes VFX based on TSL's * Preview [v1.0.1] -- Spoiler To its VFX base it's using ported TSL models and texture [for the dark side ones] provided by DarthParametric. As for the SFX, I had them ported from TSL -- originally comes as mus_s_darkshort and mus_s_lightshort. -- provided as well user-friendly uninstaller for convenience purpose. -= KNOWN ISSUES =- TOR style -- at some potential cases [depending on how the cutscenes were set up] the SFX and/or VFX won't show up if the camera/frame far-off from the Player. In SFX's case -- because Players' presence on-screen's needed as they're the medium for the SFX output TSL style -- as using a spawned placeable's OnHeartbeat [which checks for and] to trigger the VFX and SFX for ONLY every ~3 seconds, they will not fired instantly. Delays are to be expected with this one. Also, as I didn't include ratio check to DS and LS gains sometimes you'll see LS status with DS' VFX/SFX and vice-versa. That often happens if there are multiple alignment sets in one continuous cutscenes There are module-specifics scripts that alter the alignment which is outside the scope of this mod -- at least at this current stage. With that in mind sometimes you won't see the mod's working although there are alignment change's happening -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer, pick only one of the available options then hit the [Install Mod ->] button! -= UNINSTALLATION =- Available in the _uninstall folder -- make sure to read the Readme first! -= COMPATIBILITY =- Is NOT compatible with mods that share the provision; doing same thing, same assets etc and/or anything that hard-overwrites 2DAs coming from this mod. -= REDISTRIBUTION =- I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions -- so be considerate to not redistribute this mod or re-release it on any websites. If you're to use the assets from this mod - please be kindly to ask for permission first -- that way I know what's up, and if it's interesting enough I might offer to be involved, hahah. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force BioWare, Obsidian Entertainment and LucasArts for Knights of the Old Republic/The Sith Lords/The Old Republic DarthParametric for ported TSL assets, indispensable insights and assistance on this project as well the past-present knowledge, and his creation that I took learn from. He helped me as well with providing some useful information for the uninstaller Sdub for bringing my attention to v1.0.0's game-breaking issue -- hence the mod's update JCarter426 for SithCodec and Odyssey++ -- -- and Inyri Forge for all their awesome work that I look up to. Had learned a lot from their mods and been practicing using their methods Fred Tetra for KotOR Tool bead-v for MDLedit ndix UR for tpcview stoffe for TSL Patcher and Fair Strides for the updates [bundled with K1CP] VarsityPuppet for 2DA Editor Alpha TK102 for K-GFF djh269 for K1 saves [entire playthrough] that's really helpful for testing of this mod Tool Makers wasn't mentioned -- can't make it without y'all! Members of DeadlyStream All active/inactive modders that direct/indirectly influenced me to get into modding DS for being a home -- a place to hangout, to discuss and hosting my work DS staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development which essential during mod's early stage creative-process - eb Submitter ebmar Submitted 12/23/2021 Category Mods K1R Compatible Yes 2 Quote Share this post Link to post Share on other sites
Salk 374 Posted December 24, 2021 Very neat, ebmar! The only issue I can think of is that there can be (and I seem to recall the K1 CP itself may have one such) scripts that modify the alignment other than the k_act ones. 1 Quote Share this post Link to post Share on other sites
ebmar 893 Posted December 24, 2021 26 minutes ago, Salk said: ...there can be (and I seem to recall the K1 CP itself may have one such) scripts that modify the alignment other than the k_act... Thanks for the heads-up, and yeah -- that actually something I consider as well - as we all know there are some module-specified scripts doing that, but I hesitant on taking further actions to accompany them with this mod [as you know it well -- there'll be lots of work for that 😛]. Granted, my mistake for not acknowledging it with the Known Issues of this mod. I'll keep that noted for an update. 1 Quote Share this post Link to post Share on other sites
Salk 374 Posted December 24, 2021 Perhaps one possible course of action would be to search through Bioware's complete list of source scripts for "AdjustAlignment" just to check how many there would need this mod's intervention. Do you have all modules scripts decompiled? If you do, you can apply that same search to those as well. It is possible (I use Windows 10) to search for text in a file by changing the default indexing option. Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 5, 2022 (edited) ! Attention Mod Users ! -- Spoiler Introduction: Game breaking error had been found which makes the alignment theme looping all over again replacing the intended [default] area BGM that should be playing. It's happening when--in particular--players transit to another area before the script able to call the BGM switch function. It happened to both version [TOR/TSL]. Explanation: One example to this is with the thugs' scene in the Upper City South [Taris] module. When players transit to the North section directly after finishing the cutscenes without allowing the BGM revert back to its default, the game will store in its memory the alignment theme as its area music. What happened when players go back to the South section is the alignment theme will be playing instead the area's default. Temporary Solution: I will look to resolve this problem pretty soon, though for now I'd advise anyone that already installing the mod to aware of the situation -- either you can uninstall it right away, or being patient waiting for the area music back again before doing transit [to other places] or [even] saving your game. For anyone that gone too far with their playthrough since the mess happened and already have the area music replaced with the alignment BGM [on their saved game] -- you can report here, send list of module/s that has been changed and I'll provide the solution to fix it. I understand if that's not a pleasing situation, but that's what I can [temporarily] do to clean the mess I made. However, to be fair in this case I'd suggest if you can load a game before the situation happened, and uninstall the mod using the available uninstaller in the mod's archive, or by manually removing all the k_act_dark~, k_act_light~ and eb_plc_alignchng [if you're using the TSL version] files from the Override. Final Remarks: I am deeply apologize for the inconvenience. Much thanks for considering this. 🙏 P.S. Many thanks to @Sdub for bringing this to my attention. [ FIXED as in v1.0.1: January 06, 2022 ] Edited January 6, 2022 by ebmar FIXED as in v1.0.1 2 Quote Share this post Link to post Share on other sites
ebmar 893 Posted January 6, 2022 [Updated to v1.0.1: January 06, 2022] What's new? Fixed the alignment theme looping issue by changing how it works * Two new installation options -- TOR and TSL style without the SFX Tweaks to the uninstaller P.S. As in v1.0.1 [and above] the mod will not be using ambientmusic.2DA, and with that two of the previously installed WAV to the streammusic folder will be redundant. You can safely remove eb_theme_dsalign.WAV and eb_theme_lsalign.WAV from there if you want * There's a catch to the looping fix however -- which now the SFX playback as mono instead stereo like previously and it overlaps with the [area] music playing in background. Anyhow, it needs to be done to workaround the edge-case that break things like in v1.0.0 Quote Share this post Link to post Share on other sites