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Old 06-23-2012, 09:32 PM   #121
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If it doesn't end up working you can always replace the kneel_talking_angry animation and kneel_talking_sad animation, seeing as those aren't used, with the two most sought after animations.


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Old 06-24-2012, 10:53 AM   #122
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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.


It's just like chicken-only different.
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Old 06-24-2012, 11:36 AM   #123
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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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Old 06-24-2012, 07:18 PM   #124
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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.


It's just like chicken-only different.
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Old 06-25-2012, 03:20 PM   #125
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Hey, in addition to adding in the new animations maybe you could add all the normal combat animations and other things to the Ithorian model?


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Old 06-25-2012, 06:04 PM   #126
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HR, but can you add all of those animations to TSL? For that game, we don't have to choose?




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Old 06-25-2012, 06:32 PM   #127
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@FG- I just checked and it should be possible. I just need to create combat animations for Ithorians. Unfortunately, it will only have either one animation type- melee, unarmed, or ranged. So what type of animations should Ithorians have?

@SH- Yep, all the animations for TSL are on one model. I tried it before and it worked. It is even compatible for tslrcm as I created my own lean animation. Note-the lean animation is not a 1:1 copy but (shameless plug) it looks cool non the less. I recommend you install after tslrcm.

On another note for TSL, I discovered a hide weapons during dialog mod. This mod is incompatible with my upcoming mod. So what I'll do is tweak the animations.2da that I use to hide the weapons also unless there is a general uproar not to.


It's just like chicken-only different.
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Old 06-25-2012, 09:29 PM   #128
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Quote:
Originally Posted by Hunters Run View Post
@FG- I just checked and it should be possible. I just need to create combat animations for Ithorians. Unfortunately, it will only have either one animation type- melee, unarmed, or ranged. So what type of animations should Ithorians have?
Hmmm, I'd say melee. Seeing as that's the one type of combat animation that will never be cancelled out of. Ranged will cancel out into melee if a character gets close, and unarmed is just... well... it's unarmed.


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Old 06-26-2012, 07:42 PM   #129
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I just realized more bad news, unfortunately the Ithorian only calls one set of melee animations. There are two sets melee vs characters and melee vs creatures. Ithorians, being creatures themselves are limited to one set of combat animations(the creature animations -mo/bo), whereas characters have different animations(g2, etc). What does this mean? It means I need to experiment. Also it would be good to know if you can play random animations in a script. If playing random animations is possible, it means we're in business (I should be able to get all combat animations-melee, ranged, and unarmed on the model, but only if playing random animations is possible).


It's just like chicken-only different.
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Old 06-27-2012, 06:01 PM   #130
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Well, any "standard" KOTOR2 spawn-script starts off with the following code (sub-number varies of course), I suppose the same could be done for KOTOR1...
Code:
void sub18() {
	int nRandom = d8(1);
	if ((nRandom == 1)) {
		ActionPlayAnimation(103, 1.0, 0.0);
	}
	else {
		if ((nRandom == 2)) {
			ActionPlayAnimation(102, 1.0, 0.0);
		}
		else {
			if ((nRandom == 3)) {
				ActionPlayAnimation(1, 1.0, 3.0);
			}
			else {
				if ((((nRandom == 4) || (nRandom == 5)) && (GetRacialType(OBJECT_SELF) != 5))) {
					if ((GetGender(OBJECT_SELF) == 0)) {
						sub1(intGLOB_52, 0);
						ActionPlayAnimation(24, 1.0, 20.4);
						ActionDoCommand(sub1(intGLOB_52, 1));
					}
					else {
						if ((GetGender(OBJECT_SELF) == 1)) {
							sub1(intGLOB_52, 0);
							ActionPlayAnimation(24, 1.0, 13.3);
							ActionDoCommand(sub1(intGLOB_52, 1));
						}
					}
				}
				else {
					if ((((nRandom == 6) || (nRandom == 4)) || (nRandom == 5))) {
						ActionPlayAnimation(100, 1.0, 0.0);
					}
					else {
						if ((nRandom == 7)) {
							ActionPlayAnimation(101, 1.0, 0.0);
						}
						else {
							if ((nRandom == 8)) {
								sub1(intGLOB_52, 0);
								ActionPlayAnimation(1, 1.0, 5.0);
								ActionDoCommand(sub1(intGLOB_52, 1));
							}
						}
					}
				}
			}
		}
	}
}
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Old 06-28-2012, 05:06 PM   #131
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@HH- Unless I'm wrong, it looks like that script is as follows: If random action plays, do animation 1. If random action 2 plays do animation 2. Very close, but what I am looking for is when action plays, of two animations play one at random. Or as I said I could be wrong and the script does what I am looking for. I would be the first to say that scripting isn't my forte.


It's just like chicken-only different.
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Old 07-01-2012, 08:01 AM   #132
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It is. The very first line is a dice roll of a 1d8.
Depending on the result, an animation plays. Some requirements listed to prevent droids from playing certain animations...
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Old 07-05-2012, 09:54 PM   #133
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Hey, not sure if anyone's mentioned this before, but I had an idea for two new animations for KotOR II. So basically, when

spoiler:
Atton dies


I always found the scene to be a bit awkward just because of the way he is lying down while talking. If you could make two animations, basically one animation where he is sitting on the ground, his back is leaning against the wall, and he is talking, and another where he is just sitting, leaning against the wall, and dead, that'd be awesome.


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Old 09-29-2012, 10:11 PM   #134
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update- I have released revans flowing robe for TSL on deadly stream. Unfortunately, as often happens life took over. Even worse, I have decided to abandon putting new animations into k1. This decision was sparked by the fact that you have to replace animations to get them in the game. Still, I will be animating for k2.

Current project: adding animations to creatures that don't have animations-this will be my last project in k1. (Ithorian, Selkath) I haven't tested it yet but all the utility animations should work. Selkaths already have combat animations, Ithorians don't. I will give Ithorians melee animations.


It's just like chicken-only different.
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Old 04-29-2013, 11:48 PM   #135
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Long time huh? Anyways:
Show spoiler


For Tsl, Kotor comes afterwards.

If you know how to model and have time and you want to help the criteria is simple. 1. you must be able to texture your models. 2. you must keep the shape the same although you can add things that make sense (like the trigger ring). 3. post in this thread what you are modeling so others (if there are any) won't model the same thing.

The workflow to model the item is simple. First import the weapon you want to model. You'll notice there are upgrades attached to the weapon. Next model the new weapon based off the old one sans upgrades. Texture your model. This is your base model. Next is the hard part. you have to model any upgrades the weapon can have off of the base model. Sometimes there are two sometimes three. The hardest thing is getting all the combinations of upgrades. If you think you can do it my suggestion is model one upgrade like a scope then model every single chamber with the scope (mark I, mark II, etc). Keep doing this until you have every single combination.

I'll understand if nobody takes up the task (it is pretty daunting). Chances are I'll get burnt out before I complete it. Should I release what I have then or should I hold onto it as it would be incomplete? As always coming when it's done (provided it is done, hey it is a huge task).


It's just like chicken-only different.
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Old 04-30-2013, 12:42 AM   #136
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Long time huh? Anyways:
Show spoiler


For Tsl, Kotor comes afterwards.

If you know how to model and have time and you want to help the criteria is simple. 1. you must be able to texture your models. 2. you must keep the shape the same although you can add things that make sense (like the trigger ring). 3. post in this thread what you are modeling so others (if there are any) won't model the same thing.

The workflow to model the item is simple. First import the weapon you want to model. You'll notice there are upgrades attached to the weapon. Next model the new weapon based off the old one sans upgrades. Texture your model. This is your base model. Next is the hard part. you have to model any upgrades the weapon can have off of the base model. Sometimes there are two sometimes three. The hardest thing is getting all the combinations of upgrades. If you think you can do it my suggestion is model one upgrade like a scope then model every single chamber with the scope (mark I, mark II, etc). Keep doing this until you have every single combination.

I'll understand if nobody takes up the task (it is pretty daunting). Chances are I'll get burnt out before I complete it. Should I release what I have then or should I hold onto it as it would be incomplete? As always coming when it's done (provided it is done, hey it is a huge task).
If by "burnt out" you mean done with Kotor modding for the foreseeable future, then I'd release the stuff as modder's resource with specific instructions/ a vision of what you want to be done with them. Also, if you do this, I recommend releasing a template for the read-me file with an up-to-date credits section.


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Old 04-30-2013, 07:19 AM   #137
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I like what i see! Nice work.




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Old 04-30-2013, 02:46 PM   #138
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You know, instead of modelers right now, I need people to tell me where all the workbenches are located. I already did Peragus and Telos so you don't need to worry about those. I also know which module the ebon hawk is in.


It's just like chicken-only different.
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Old 04-30-2013, 05:11 PM   #139
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I already did Peragus and Telos.
Including the military base and polar academy?

Also do you need M4-78 and TSLRCM locations?


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Last edited by supreme kotor; 04-30-2013 at 05:48 PM.
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Old 04-30-2013, 06:00 PM   #140
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Quote:
Originally Posted by Hunters Run View Post
You know, instead of modelers right now, I need people to tell me where all the workbenches are located. I already did Peragus and Telos so you don't need to worry about those. I also know which module the ebon hawk is in.
There's also one on Nar Shadda (301NAR, I believe), as well as one on the Mandalorian Camp on Dxun (403DXN). There might be one in the royal palace on Onderon (506OND), and I'm pretty sure there's one in Khoonda on Dantooine (601DAN?).


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Old 04-30-2013, 06:36 PM   #141
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From the top of my head;

301NAR, 305NAR. Not sure; 302NAR, 303NAR
403DXN, 411DXN
506OND as mentioned, not sure if anywhere else on Onderon is one. Probably should be.
602DAN, 610DAN
702KOR
851HAR
Malachor depends on TSLRCM or not...

(I might have missed some)
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Old 04-30-2013, 07:37 PM   #142
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@HH: thanks that helped.
@Supreme kotor: The screen shots are actually from the Telos academy. I played through the game going through every workbench up to that one to make sure the camera angle was right.

Tslrcm locations? You mean tslrcm adds workbenches? Ah well more work for me.

Thanks to me figuring out how the Tslpatcher works it will be tslrcm compatible. M4-78ep comes later after regular tsl (I'll need to obtain permission to access some of it's files to make it compatible, also seeing as I have never actually played it yet I will probably do so first).

I just thought of another job that can help me out. Script writing. While easier than modeling it is still time consuming, so the prerequisite is that you have time on your hands . Meanwhile I slowly but surely head towards the 1/10000000 mark ( I may be underestimating it a bit).

I'll check back every now and again but the majority of my time will be taken up by RL and this mod.


It's just like chicken-only different.
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Old 04-30-2013, 08:09 PM   #143
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^On malachor and I'm assuming there's probably at least one at the HK factory?


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Old 04-30-2013, 09:01 PM   #144
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Yeah, there's 1 more in the restored areas of Malachor. And in the HK factory. And I am not sure why you need M4-78EP files? (custom camera points added to the .git?)
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Old 04-30-2013, 10:48 PM   #145
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That's right. I inject camera points into the .git then call it in a dialogue. The problem with m4-78ep is that there is no vanilla git file that I can modify. Would modifying a vanilla .git and using the tslpatcher to insert new lines into the .git of each module work for the Hk factory, Malachor, and m4-78? On that note what is the Module designation of the HK factory, Malachor, and m4-78?


It's just like chicken-only different.
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Old 05-01-2013, 12:41 AM   #146
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Would modifying a vanilla .git and using the tslpatcher to insert new lines into the .git of each module work for the Hk factory, Malachor, and m4-78? On that note what is the Module designation of the HK factory, Malachor, and m4-78?
1. Maybe. Try experimenting.

2. HK Factory: "TEL_"
Malachor: "MAL_"
M4-78EP(Unless they've changed it): "DRO_"


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Old 05-01-2013, 06:35 AM   #147
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You could always just use animated cameras. They'd require you to have the correct coordinates but they're contained within a separate MDL and MDX file, no GIT necessary.


The truly fallen cannot return to the light. If someone "falls" and "returns," they never really, truly fell.

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Old 05-01-2013, 08:13 AM   #148
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You do realise we modify a LOT of .git's throughout the game? If you use vanilla ones, and then use TSLPatcher to replace .git files in modules, it would still be incompatible.
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Old 05-01-2013, 12:06 PM   #149
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You do realise we modify a LOT of .git's throughout the game? If you use vanilla ones, and then use TSLPatcher to replace .git files in modules, it would still be incompatible.
Couldn't he just extract the .git from every module using ERFEdit, modify it, and then use TSLPatcher on that? A bit overkill given that some modules probably weren't touched, but it'll work, won't it?


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Old 05-01-2013, 12:23 PM   #150
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Is it not possible to use the TSLPatcher to modify an existing .git file? It should also be possible to use a .bat and multiple changes.ini files to provide the user with mulitple installation options, IIRC.



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Old 05-01-2013, 12:40 PM   #151
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Actually I add lines to the .git. I was actually using modified vanilla .git files and injecting lines into tslrcm's .git files. To my knowledge it worked (the main indicator was when I did not repeat myself when talking to Atris). I just realized that I answered my own question .

edit: Aaaaaand DI beats me to it.


It's just like chicken-only different.

Last edited by Hunters Run; 05-01-2013 at 12:41 PM. Reason: Thanks DI
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Old 05-01-2013, 01:01 PM   #152
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Is it not possible to use the TSLPatcher to modify an existing .git file? It should also be possible to use a .bat and multiple changes.ini files to provide the user with mulitple installation options, IIRC.
If I remember correctly, I had to ask stoffe how to modify multiple files with the same name, but in different locations

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Old 05-01-2013, 01:48 PM   #153
Hunters Run
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If I wanted to have an install to vanilla TSL I would simply extract all files for that module and replace that .git with my .git then make it a mod file, correct? I ask because I did this and the opening scene of that module won't fire.

edit: never mind, didn't put the .dlg files in.


It's just like chicken-only different.

Last edited by Hunters Run; 05-01-2013 at 08:57 PM. Reason: fixed problem
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Old 05-01-2013, 09:37 PM   #154
Hassat Hunter
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Originally Posted by Fair Strides 2 View Post
Couldn't he just extract the .git from every module using ERFEdit, modify it, and then use TSLPatcher on that? A bit overkill given that some modules probably weren't touched, but it'll work, won't it?
Yes. That would be the correct procedure. But vanilla .git's would definitely break stuff.
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Originally Posted by Darth InSidious View Post
Is it not possible to use the TSLPatcher to modify an existing .git file? It should also be possible to use a .bat and multiple changes.ini files to provide the user with mulitple installation options, IIRC.
I don't know, is that possible? If so, how? Any instructions around here, since I couldn't find them.
Would be very helpful to make several mods compatible, since currently if I modify a .git outside of TSLRCM it just overwrites the old one. Not really compatible with other mods thus wanting to add to the same .git.
Also multiple-installations are already possible with using TSLPatcher itself, no .bat needed. You do need multiple changes.ini (and info.ini if you want slightly different readme's displaying).
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Originally Posted by Hunters Run View Post
Actually I add lines to the .git. I was actually using modified vanilla .git files and injecting lines into tslrcm's .git files. To my knowledge it worked (the main indicator was when I did not repeat myself when talking to Atris). I just realized that I answered my own question
Sounds good. A good baseline would be to assume we changed everything in a module. It's not exactly true (but pretty close xD), but it's the best way to make safe your mods not conflicting. Just extracting from the .mod and modifying that, and it should work. Provided your own additions are correct of course
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Originally Posted by VarsityPuppet View Post
If I remember correctly, I had to ask stoffe how to modify multiple files with the same name, but in different locations
Do you recall the answer? Since currently I need to use a multi-install using different maps per same-named file. Which requires users to run the installer a few times before the mods installed. Which apparently is kinda counter-intiniutative, seeing someone complaining lately that Sith Assassins where at the turret game, but not in the Hawk. But (s)he just installed part 1 instead of the full mod.
Could also be handy for something I want to modify what you made .
Quote:
Originally Posted by Hunters Run View Post
If I wanted to have an install to vanilla TSL I would simply extract all files for that module and replace that .git with my .git then make it a mod file, correct? I ask because I did this and the opening scene of that module won't fire.
A lot easier, and more compatible with other mods would be to simply replace the .git with the other .git in the module. .MOD for TSLRCM, .erf for vanilla. It would also make your mod around 2000% easier to download, having a few kb .git files instead of entire modules.

For an example how that works you can try my Vao Amband Drop mod;
http://deadlystream.com/forum/files/...-armband-drop/
And run it through the TSLPatcher configurator, so you can quickly see how to add .gits to mod/erf-files using it instead of having to manually do that and have it install that.

Hopefully all is clear now. Good luck.
And if you have any more questions, well, that's what we're here for...
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Old 05-06-2013, 12:29 PM   #155
Hunters Run
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Unless there is a general outcry against it I will make every single workbench besides the ebon hawk workbench invisible and not usable in TSL. The reason behind this is that before, I was creating dialogue for every workbench, this way I only need to create one (ebon hawk). Kotor 1 only has two workbenches (ebon hawk plus dantooine) so that is no problem. This does not count the tutorial which I am making a separate dialogue for.


It's just like chicken-only different.
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Old 05-06-2013, 02:17 PM   #156
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Originally Posted by Hunters Run View Post
Unless there is a general outcry against it I will make every single workbench besides the ebon hawk workbench invisible and not usable in TSL. The reason behind this is that before, I was creating dialogue for every workbench, this way I only need to create one (ebon hawk). Kotor 1 only has two workbenches (ebon hawk plus dantooine) so that is no problem. This does not count the tutorial which I am making a separate dialogue for.
No problem here. I don't know about others though...


Current WIP: Learning to mod Kotor
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Old 05-06-2013, 02:23 PM   #157
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HR, besides the Ebon Hawk - enable the workbench of Malachor V as you can't get back on the ship to use the workbench there.




Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!
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Old 05-06-2013, 02:32 PM   #158
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You mean the one added by tslrcm? Which module is it in?


It's just like chicken-only different.
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Old 08-19-2013, 08:01 PM   #159
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update- Still alive. Also script parameters are our friend. Now if I only didn't keep going back to increase the quality of the mod it would get done slightly quicker. Unfortunately, I am still on the first blaster. Fortunately, Every single scope for that blaster is modeled. That means every scope is different in level (mark 2 looks like a mark 1 with additions, if that makes sense, and each addition in level adds something).


To prevent it ever coming about that if I get burnt out and nothing gets released, I will be doing the mod in phases. Once I complete a weapon or armor I will release it on deadly forums. There is a downside to this. An incomplete mod means you can't upgrade everything. If that ever happens I will release my workflow and any unfinished models, textures, whatever, so hopefully someone would take up the torch. As stated anyone who helps I will do my best to get every phase first to them. It should be noted that each phase would be a beta phase- untested in game, it won't crash your game (at least it didn't mine) but it may have bugs like missing textures.

I believe that is all for now, back to work.

update: I was plugging away when my computer crashed and I lost all my data. What does this mean? The project has changed. Once I can get the parts in game I will show screen shots. When will it be? unknown. The project is currently on hold as I am having trouble with lightsabers. if anyone is able to get lightsabers into the game and has time on their hands please p.m. me. So what am I doing? Modeling lightsabers actually. Concepts and direction to concepts would be welcome. An idea of mine would be when you first meet Atris and shows the lightsaber the hilt would be a unique hilt. But I would have to mess with one of tslrcms scripts then inject that script back into tslrm's .mod to make it compatible. Doable, and a cool feature. Still nothing will happen until 2 things happen. I solve my lightsaber issues, and tslrcm 1.83 comes out.


It's just like chicken-only different.

Last edited by Hunters Run; 12-24-2013 at 04:18 PM. Reason: changed and added
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