Jump to content

Home

Fallen Guardian's Random Modding WIP


Fallen Guardian

Recommended Posts

Well, it's about time I started a WIP just to contain all my side-projects. Basically, my main projects, such as mods like Dantooine Tension, will have their own specific WIP thread. But when I mod little stuff I'll usually just post it here.

 

So this WIP will encompass Republic Mod Armor Change, Jedi Council Robes, and any other smallish mod I decide to make in the future.

 

Today, I decided to finally fix something that always bothered me whenever I investigated into the murder of Elassa on Manaan. Basically, if you check the Republic Embassy for evidence it gives you this neat little "recording" of

Show spoiler
(hidden content - requires Javascript to show)
Sunry murdering Elassa.
Now, this "recording" was just text describing what was supposed to be taking place. I decided to create the scene with actual NPC's isntead of text. Sorry for the abrupt ending.

 

Here it is:

 

I've attempted to make it so Elassa doesn't turn around before Sunry shoots but for some reason it won't work. Other than that, I'm pretty happy with the scene.

 

What do you guys think?

Link to comment
Share on other sites

  • Replies 57
  • Created
  • Last Reply

LiveFeed.jpg

 

I like the idea. It's inventive. I think if you could somehow remove the word "live" from the above video, it might work a little better.

 

I recall there was a mysterious man that insinuates that Sunry might not be guilty after all. Would it not be interesting to be able to discover alternate footage of this scene after meeting that mysterious man - perhaps in the Sith Base - thus enabling you to actually find Sunry innocent without lying?

Link to comment
Share on other sites

The 'Live' footage was also something I noticed, I'll look into it. As for the Sith base and discovering other footage it sounds like an interesting idea. Although, since the hotel isn't in the same module as the Sith Base, I'd have to create a BIK movie for such a scene. Unless, it's an other piece of evidence for a different aspect of the murder....Now I've got some stuff to think about. I've always wondered why there wasn't any evidence in the base for Sunry even though the mysterious man told you to look there.

Link to comment
Share on other sites

Very good. Some great ideas you have there Fg.

 

Thanks.

 

Alright as you may have saw in my Sunry Murder Case Recording Enhancement video Elassa turned around slightly before Sunry killed her. Now according to the original text version of this recording by Bioware it says that Sunry shoots Elassa in the back. I've tried many ways to stop her from turning around and the closest I got to her not actually fully facing Sunry was what you saw in the video. Does anyone have any suggestions on how to make her stop turning around altogether?

Link to comment
Share on other sites

Ugh... this is something that annoys me so much in the game. BioWare was so lazy. Basically, to stop an NPC from turning around all the time, you need to lock their orientation. The script function is:

 

// 505: SetLockOrientationInDialog
// Allows the locking and unlocking of orientation changes for an object in dialog
// - oObject - Object
// - nValue - TRUE or FALSE
void SetLockOrientationInDialog(object oObject, int nValue);

 

So, for example, you would have something like:

 

SetLockOrientationInDialog(oElassa, TRUE);

And you want to fire that when she's facing where you want her to be facing (i.e. away from Sunry). You should probably turn it back to false at the end of the scene, unless the NPCs are going to be destroyed anyway.

 

Now, just for reference, if you ever need an NPC to actually face something once you have locked them - since this locks everything - you can manually make them face another object as follows:

 

AssignCommand(oObject, SetFacingPoint(GetPosition(oTarget)));

 

And that will be a more natural turn and face, rather than the stupid jumpy teleporting crap that's in the game. I generally lock every NPC right at the start of the conversation and then do everything manually. More work, but at least it doesn't look stupid.

Link to comment
Share on other sites

Oh... oh! I realize what's happening. She's turning around because he's attacking, right. Ignore everything I said before. Well, except the part about BioWare being lazy. :p

 

I believe you can fix this by making it a passive attack.

// 37: Attack oAttackee.
// - bPassive: If this is TRUE, attack is in passive mode.
void ActionAttack(object oAttackee, int bPassive=FALSE);

 

That means she won't try to defend herself - hence the turning around. So just change it from false to true and that should do it.

Link to comment
Share on other sites

Alright. So I attempted to insert your line of code into the part of my script where I had Sunry shooting Elassa, however, it would not compile. So, I made a few changes until it compiled and now she still turns around. What did I do wrong?

 

#include "k_inc_generic"
void main() 
{
 object oDoor=GetObjectByTag("man26ac_door01");

  object oNPC = GetObjectByTag("smre_elassa");

  object oNPC1 = GetObjectByTag("smre_sunry");

 object oBlaster = CreateItemOnObject("g_w_blstrpstl020",oNPC1);

 object oTarget = GetNearestObjectByTag("smre_elassa", OBJECT_SELF, 1);

   int bPassive=TRUE;

ActionPauseConversation();

   AssignCommand(oNPC1, SetFacingPoint(GetPosition(GetObjectByTag("smre_elassa"))));

    DelayCommand(1.0, AssignCommand(oNPC, ActionPlayAnimation(10, 1.0, (3.0)))); 

    DelayCommand(1.0, AssignCommand(oNPC1, ActionPlayAnimation(9, 1.0, (2.0))));

    DelayCommand(3.0, AssignCommand (oNPC1,ActionEquipItem(oBlaster, INVENTORY_SLOT_RIGHTWEAPON))); 

    DelayCommand(3.5, ChangeToStandardFaction(oNPC1, 2));

           DelayCommand(3.7, 	ApplyEffectToObject(1, EffectAssuredHit(), oNPC1, 5.0));

    DelayCommand(4.3, AssignCommand(oNPC1, ActionAttack(oNPC,  bPassive=TRUE)));

DelayCommand(6.0, ExecuteScript("smre_fadeout", OBJECT_SELF)); 

DelayCommand(7.0, DestroyObject(oNPC));

DelayCommand(7.0, DestroyObject(oNPC1));

DelayCommand(11.0, ExecuteScript("smre_fadein", OBJECT_SELF)); 


ActionResumeConversation();
}

Link to comment
Share on other sites

Hmm, she still turns around. Perhaps there's an error in my script?

 

 

#include "k_inc_generic"
void main() 
{
 object oDoor=GetObjectByTag("man26ac_door01");

  object oNPC = GetObjectByTag("smre_elassa");

  object oNPC1 = GetObjectByTag("smre_sunry");

 object oBlaster = CreateItemOnObject("g_w_blstrpstl020",oNPC1);

 object oTarget = GetNearestObjectByTag("smre_elassa", OBJECT_SELF, 1);

ActionPauseConversation();

   AssignCommand(oNPC1, SetFacingPoint(GetPosition(GetObjectByTag("smre_elassa"))));

    DelayCommand(1.0, AssignCommand(oNPC, ActionPlayAnimation(10, 1.0, (3.0)))); 

    DelayCommand(1.0, AssignCommand(oNPC1, ActionPlayAnimation(9, 1.0, (2.0))));

    DelayCommand(3.0, AssignCommand (oNPC1,ActionEquipItem(oBlaster, INVENTORY_SLOT_RIGHTWEAPON))); 

    DelayCommand(3.5, ChangeToStandardFaction(oNPC1, 2));

           DelayCommand(3.7, 	ApplyEffectToObject(1, EffectAssuredHit(), oNPC1, 5.0));

    DelayCommand(4.3, AssignCommand(oNPC1, ActionAttack(oNPC,  1)));

DelayCommand(6.0, ExecuteScript("smre_fadeout", OBJECT_SELF)); 

DelayCommand(7.0, DestroyObject(oNPC));

DelayCommand(7.0, DestroyObject(oNPC1));

DelayCommand(11.0, ExecuteScript("smre_fadein", OBJECT_SELF)); 


ActionResumeConversation();
}

Link to comment
Share on other sites

None that I can see... two things I can think of.

 

1. It's possible she's turning around because she's becoming aware of an enemy and is getting ready to attack it. If that's the case, she's turning around before he even attacks, so it doesn't matter if it's a passive attack. Throwing her awareness into the gutter might make her blind enough to not notice him, or you could just not change Sunry's faction; it's possible for allies to shoot each other if they're scripted to do so, regardless of their factions.

 

2. As a last resort, I'd suggest having him fire in her general direction and not directly at her by placing an object such that she is between them.

Link to comment
Share on other sites

  • 3 weeks later...

Alright, I haven't really made any progress on the Sunry mod, but I have gone about doing something else.

 

Basically, in TSL, there was one cutscene which its jerkiness always got to me.

 

 

When you meet Carth on Telos.

 

 

I've gone about trying to fix some of the issues I saw, as well as trying to get a better view of what the developers wanted, based off of the dialogue file's developer commentary.

 

Now there are still some things I need to fix, mainly when the exile walks out and there is this weird glitchy camera twitch, but this shows some of what I've done. Honestly, some of the stuff I've done didn't turn out quite like I'd hoped. For example, when

 

 

Carth says there are worse things to lose in the galaxy,

 

 

The turning around was done rather awkwardly, and I thing I should be able to remedy that.

 

In this scene there are a number of mods that are not mine. This is due to the fact I was testing this in my playing override.

 

The mods are:

 

Dark Harbinger reskin of PMHC04

Silveredge9's Admiral Onasi Uniform

And Stoffe's Jedi Master Robe Collar Fix + Skin

 

To name some of the changes....

 

I edited the fadein when the PC first enters Carth's room to make it longer, so you couldn't see the obvious jump of Grenn, the Republic Soldier, and the PC being warped into the room.

 

Edited some of the times Carth faced the window to better suit some of Obsidian's notations, such as when he is talking about Revan leaving everyone behind because there were places people he cared about could not go.

 

There are a couple other changes as well, I'm just too lazy to list them. :p

 

http://www.youtube.com/watch?feature=player_embedded&v=_s5xzFEe9vE

 

What do you guys think?

Link to comment
Share on other sites

  • 3 months later...

Yeah, a lot of months since I posted, but mostly because I've been working on Dantooine Tension and other stuff. Anyway, thanks to a great site that provides free textures, I've been able to remedy a problem that has started to bother me as of late. Basically, the gaffi stick's texture looked... awful. So, here's what I've done to rectify the problem.

 

New Texture Alone:

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9095

 

Comparison:

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9096

 

The texture size is now actually 1024X1024, so.. yeah, it's a lot better. Anyway, what do you guys think?

Link to comment
Share on other sites

Great!

 

Thanks Cpt.

 

Alright, here's a slight modification to the above texture, so now the sand people chieftain will have a unique gaffi.

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9097

 

I've added in a little tidbit in the item description that talks about how the emblem on the blade appears to be leather that is crudely fused to the metal. It's there in order to identify it as the chieftain's gaffi.

Link to comment
Share on other sites

That's nice! I don't think I care about the gaffi stick texture too much, but it did always bother me that the chieftain's stick was identical to the others.

 

Thanks! And yeah, I didn't care much about the gaffi texture either until I noticed how bad it was. Then it kept bothering me so I decided to fix it.

Link to comment
Share on other sites

  • 1 month later...

Okay, after I saw Darth InSidious release his Unknown World Hammerhead texture that he found in the game files, I started digging around the area textures in KotOR tool, looking for lost/unused textures.

 

I found this, called LTA_SCRE02:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9196

 

Now the neat thing about this texture, creepy green tinted pictures of babies aside, is that this is basically the Ebon Hawk's control panel, but a larger image (512X512, instead of 256X256) and it is much more crisp than the original Ebon Hawk panel texture. So, I got to work making it look like the Ebon Hawk control panel and about an hour later I produced something I thought did justice to the original.

 

Original:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9191

 

New:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9193

 

Comparison, old LTA_SCRE02 to new:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9195

 

Comparison, old Ebon Hawk texture to new:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9194]

 

(I'll have screens of how it looks in-game soon, but for now, just these.)

 

So, what do you guys think?

Link to comment
Share on other sites

Looks like a "must have" for KOTOR.

 

(1) Will these textures also work in the Ebon Hawk in TSL? The ships are almost identical, aren't they? (Well, with the possible exception of the swoop not being there in one of them.)

 

(2) Will you be including this in later editions of the K1R mod and/or would it be a separate download? If the answer to (1) is yes, you should always have a separate download as an option.

Link to comment
Share on other sites

That's actually really awesome :) Also, the pictures of babies are really weird...

 

Thanks, and yeah. The babies kind of startled me when I clicked on the texture the first time.

 

Very, very nice. :)

 

Thanks Cpt.

 

Looks like a "must have" for KOTOR.

 

(1) Will these textures also work in the Ebon Hawk in TSL? The ships are almost identical, aren't they? (Well, with the possible exception of the swoop not being there in one of them.)

 

(2) Will you be including this in later editions of the K1R mod and/or would it be a separate download? If the answer to (1) is yes, you should always have a separate download as an option.

 

1) Well, seeing as LTA_SCRE02 is only a KotOR I asset, I don't really see how it could be included in Knights 2, unless there's some awesome loophole I'm not seeing.

 

2) I don't think this'll ever be put in KotOR 1 restoration, it'll most definitely be a separate download.

 

NICE. I've always thought that texture was a little too low-res.

 

Yeah, me too. Thanks Z.

 

And as promised, here's some screenshots of it in-game as well as something else I've done.

 

In-game screens:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9200

 

picture.php?albumid=814&pictureid=9199

 

picture.php?albumid=814&pictureid=9198

 

picture.php?albumid=814&pictureid=9197

 

Old Galaxy Map:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9201

 

New Galaxy Map:

 

Show spoiler
(hidden content - requires Javascript to show)
picture.php?albumid=814&pictureid=9202

 

Now this is just affecting the galaxy map you see in the Ebon Hawk before you select the map itself. All I really did was take the texture that you see when it's close up, which is high quality, and put that there instead, as well as an extra message. Some of the lights on the display screens around the map are changed to make them higher quality as well. Basically, I just took the textures from the close up galaxy map again. I think this way it makes the close up galaxy map much more congruent with the one just seen without clicking on it.

 

Anyway, if you click here you'll see a made a request some time ago (feels like a long time ago to me, only about a month and a half though) to have somebody fix the weird issues that show up in the Ebon Hawk in KotOR 1. I've tried just using the texture to fix it but it appears as though it's modeling/UV mapping goof, so I ask anyone who is well versed in those fields to attempt and fix the model. Please.

 

Also, more bad news with the Ebon Hawk. Apparently BioWare setup the skybox that shows the planet your currently on in a repeating loop, so what you see on the left is the same for the right and the center so I can't make anything high quality or it'll end up looking bad due to the re-repeating texture. So if anyone knows how to make it so I could change the skybox to not repeat in that way, it'd be much appreciated.

 

(In the request thread I linked to, ignore the second image, stupid tinypic deleted/moved it apparently.)

 

Anyway, that is all.

 

What do you guys think?

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...