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1 - Fix the jaw animation on some the 'combat ready' stances for females. Sometimes the jaws are messed up. I don't remember which are the messed up ones, but I know 'double saber' ready stance is one of them.

 

2 - Fix the "lifted/choke" animation. The cape is not animated on the supermodel (plus the character is not lifted high enough to match up with Hanharr's "lift/choke" animation.

 

Other than that, I can't really think of any animations you might add... except for the ones I had mentioned before.

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@ SH A facepalm hmmm, done. Can you elaborate on the second one?

@ Canderis I'll see you one better. Playing pazzak, drinking, and just plain sitting, are animations that I added.

@ VP 1. Consider it done. 2. strange, it is the same animation as the one on the mira model so how come it isn't lifted high enough? consider it done.

 

I'll wait a week to see if anybody else has any requests than I will release it.

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@ SH A facepalm hmmm, done. Can you elaborate on the second one?

 

I don't know of a specific place in the game that might have it, but it is in a few. Mostly, in any instance the game has to change a character/model's direction, the animation that plays just turns the model around, pretty much by spinning it.

 

As for the Lift/Choke animation, I've notice that if you have Mira wear anything else but her default clothes(or at least, if she isn't using her default clothing model), Hanhar doesn't grab her by the neck. In her first possible appearance, it plays out fine. It's the one on Malachor that doesn't work, at least if she is wearing something other than her normal clothing.

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I don't know of a specific place in the game that might have it, but it is in a few. Mostly, in any instance the game has to change a character/model's direction, the animation that plays just turns the model around, pretty much by spinning it.

 

That's what I meant. (Thanks Rtas Vadum.)

 

This video shows a few examples of the character spinning. Sorry it's not a YouTube link - this was the best I could come up with.

 

The Hologram of G0-T0 speaks to an unconscious Exile

 

I thought that a good replacement to the spinning would be a standard "about face" maneuver. I found this video which may be helpful because it shows a few angles of it and it also has it in slow motion.

 

 

I realize this is one of the most complicated requests of those asked for but if I didn't ask . . .

 

You might find this thread of interest for other ideas.

New Animations in KOTOR 1 or 2?

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That's what I meant. (Thanks Rtas Vadum.)

 

This video shows a few examples of the character spinning. Sorry it's not a YouTube link - this was the best I could come up with.

 

The Hologram of G0-T0 speaks to an unconscious Exile

 

I thought that a good replacement to the spinning would be a standard "about face" maneuver. I found this video which may be helpful because it shows a few angles of it and it also has it in slow motion.

 

 

I realize this is one of the most complicated requests of those asked for but if I didn't ask . . .

 

You might find this thread of interest for other ideas.

New Animations in KOTOR 1 or 2?

 

 

It seems that the turnstile effect only happens when the characters aren't turning by a large amount, otherwise they do that standard floor tap with their feet as they turn... I'll see if I can find a video of what I'm talking about.

 

Also, speaking of that GOTO video, Hunters Run you may want to fix the animation for the cape as the PC lies down, as shown in that scene. Because as it is right now it's quite odd that a tip of the cape just spazzes upward every couple seconds.

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It seems that the turnstile effect only happens when the characters aren't turning by a large amount, otherwise they do that standard floor tap with their feet as they turn... I'll see if I can find a video of what I'm talking about.

I find it strange that it is not applied to all turning animations. There does exist a turning animation in kotor and tsl so it could be something isn't firing correctly.

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I find it strange that it is not applied to all turning animations. There does exist a turning animation in kotor and tsl so it could be something isn't firing correctly.

 

Yeah, that's possible.

 

 

Another idea for an animation. In NWScript (in KotOR 1, it may be the same for KotOR 2) there is an entry under animations that is commented out, which reads as this: ANIMATION_FIREFORGET_READ

 

There is also another commented out animation called ANIMATION_FIREFORGET_STEAL.

 

Now for the read one I think you could so something like the animation shown here:

from 7:59 - 8:09.

 

I'm not too sure about the steal animation but I'm just throwing around ideas.

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Sounds cool. I saw another animation that may be interesting to add, this one from Jade Empire.

 

Go to this video:

 

And go to about 2:26. The dismissive hand wave that the big burly guy with the beard does seems like it may fit with KotOR in a few places.

 

EDIT: Also, in KotOR 2 when the PC dives out of the elevator, it'd be pretty cool to have an animation like that in KotOR 1.

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A question: the wording of the permissions section in bastila romance enhancement is to vague for me. Can I modify 2 lines in the source script and release that script with credit to the original author? I doubt I can contact the original author.

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Well to quote the readme:

 

PERMISSIONS: This mod may be used without the explicit permission of the author WITH ONE EXCEPTION. If you want to use the file "k_hbas_dialog.dlg" from To Override (Allronix Dlg-Pack 2.0) you have to ask Allronix for permission.

 

So, as long you aren't using the k_hbas_dialog from the mod, then you should be good.

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I now have a request. For testing purposes I need a save right before you kiss bastila. If anyone has a save please send one my way.

 

On another note will soon release several mods. They are: revans flowing robe tsl 1.1, animation compilation k1, animation compilation k2, and an actual kiss for bastila romance enhancement . Since to my knowledge kotorfiles is having trouble does anyone mind if I try to get them uploaded on deadly stream?

 

edit- I no longer need a save. Fastest playthrough ever. What I do need is a script to fire an animation from Carth's heartbeat. So far I cannot get any animations to play whether my own or the games. Also the kissing animations are there but they won't fire. As scripting isn't my fort how do the scripting experts think I should modify the script(kiss_bastila from bastila romance enhancement). So far I replaced the number in the script (6) with the number of my script (10405, 10406). Nothing. This is the only thing holding up the release of the mods.

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update- I am experiencing a problem with k1. For some reason it does not play any animations from the animations.2da file whether my own or the games. If anyone knows why this is please reply. On a related note how would I write a script that goes: If Animation A plays send a message to myself saying "this animation fired", and if it does not play send a message saying "this animation failed".

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yep, I did. Strangely enough it doesn't read the games or my animation from the animations.2da. It does however run animations from nwscript. For example it won't run the animation if I put in 10006, but it runs an animation if I put in 6. To make it even stranger it is reading the animations.2da because I hid the weapons through animations.2da

and the weapons were hidden in game.

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update- Bad news. It appears that custom non replacing animations are impossible with k1. The main problem I believe arises from the fact that you need to call up the name of the animation from nwscript (for example ANIMATION_FIREFORGET_*). Either that or I am really bad at scripting. The animations are there but it will not read the script if you use numbers not found in nwscript (like 10405, which should call up animation 405 from animations.2da yet it doesn't). So what does this mean? It may still be possible to script animations into k1 if I knew how many unused animations there are. Still, k2 is proven to work.

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(this is from KOTOR2, might be true for KOTOR too)

There are a few animations who don't work per script (which are the xxxx ones, 4 digit), who can however be said in the .dlg file. Usually their 10xxxx equivelant doesn't even work). Have you tried having it be an active animation in dialogue?

 

Also could try just "1405" in the script, maybe works for KOTOR1. Worth the shot...

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Alrighty, I did some more research about placeable animations (k1). Going under the assumption that you are trying to get your character to sit in a chair that you placed in a model, I believe there something I can do for you. Each siting character has their own model so I would assume they have their own animations(for example, there exists a commoner model that is the regular model for all the other animations-n_commm/f. There is also a placeable for the commoner- l_commm/f). If you want a new model to have the sitting animations (it would be best if you specified the type of sitting animations- drinking, playing pazzak, etc). just tell me and I'll add them to a model, rename it, and specify it in placeable.2da, and send it to you. You'll have to create the utp though. If it doesn't work than my theory is wrong and sitting characters are impossible to put in the game.

 

On another note right now I am trying to match up animations. once I do that I will release.

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This is a slightly random thought, HR, but to get particular animations to run (like the new combat animations, say), have you considered the "special walk" item property? It's listed as row 52 in itempropdef.2da, and is defined by iprp_walk.2da, which consists of two columns (in addition to the (Row Label) column), called "name" and "label". "name" has a number (1008 and 1009 are the two current values), and "label" has "Default" (corresponds to 1008) and "ZombieWalk" (corresponds to 1009).

 

I'm assuming these are the animation number (1008 for normal walking, 1009 for zombie walk). I just thought this might potentially be useful as a way to get animations to fire, given that the property can be added to any equippable item. :)

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Unfortunately, I am forced to replace old animations in k1 to make new ones. There are three old animations I can replace that aren't on the main supermodel. One is already taken by the diveroll (because it's just to cool). That leaves two more. It just struck me that I can put different animations on different supermodels. The downside to this is that people will have to pick and choose. I think I will divide it up as follows. 1. diveroll, dimissive gesture, facepalm. 2. sitting animations(disregard my last post). 3. give item, look at item, and one more. So get creative, the coolest animation will go in.

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