Fixed Hologram Models and Admiralty Redux for TSLRCM 1.61

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About This File

This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself.

Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct.

N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game.

Specific Changes:

  • Ebon Hawk: Bastila hologram (Light Side male Revan)
  • Ebon Hawk: Bastila hologram (Dark Side male Revan)
  • Ebon Hawk: Carth hologram (Dark Side female Revan)
  • Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan)
  • Ebon Hawk: Canderous hologram
  • Ebon Hawk: Jedi Master Atris hologram
  • Ebon Hawk: Jedi Master Kavar hologram
  • Ebon Hawk: Jedi Master Vash hologram
  • Ebon Hawk: Jedi Master Vrook hologram
  • Ebon Hawk: Jedi Master Zez-Kai Ell hologram
  • Peragus: Administration Officer hologram
  • Peragus: Dock Officer hologram
  • Peragus: Maintenance Officer hologram
  • Peragus: Medical Officer hologram
  • Peragus: Security Officer hologram
  • Peragus: Coorta hologram
  • Peragus: Coorta thug #1 hologram
  • Peragus: Coorta thug #2 hologram
  • Harbinger: Republic Captain hologram
  • Harbinger: Republic Navigation Officer hologram
  • Harbinger: Republic Doctor/Med Officer hologram
  • Harbinger: Republic Soldier hologram (partial)
  • Harbinger: Admiral Cede hologram
  • Harbinger: Admiral Onasi hologram
  • Telos: Admiral Cede hologram
  • Telos: Admiral Onasi hologram
  • Telos: Admiral Onasi physical appearance
  • Dantooine: Jedi Master Vandar hologram
  • Dantooine: Jedi Master Vrook hologram
  • Dantooine: Admiral Cede hologram
  • Dantooine: Admiral Onasi hologram
  • Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX
  • Korriban: Bastila hologram (Dark Side male Revan)
  • Korriban: Jedi Master Vash hologram (M4-78)
  • Korriban: Jedi Kaah hologram (M4-78)
  • Malachor V: Bao-Dur hologram

Known Issues:

  • There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh.
  • The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape.
  • Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency.
  • Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update.
  • No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.).

Compatibility:

  • I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards.
  • To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod.
  • A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu.
  • An optional patch has been added to give the robe-wearing holograms unique named textures for use with robe mods that use the same filenames as vanilla robe textures. This will prevent texture issues (but note that they will still be wearing the vanilla-style robes).

Acknowledgements:

  • Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical.
  • Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod.
  • Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users
  • Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2".
  • Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work.
  • Thanks to ndix UR for TGA2TPC
  • Thanks to Malkior for providing the impetus for the mod via this thread.
  • Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".

What's New in Version 1.61   See changelog

Released

  • Added an optional patch to switch DS Bastila's appearance to a K1-style robe.
  • Like 4
  • Sad 1



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I think this will really make a difference on my next playthrough.

 

Although I will probably have to re-organize the hierarchy for my Atris tweak model, so that it will look good in holograms

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My game Crashes in the Dantooine Droid Holorecording. Vrook's model loads, but it seems as the game loads Vandar, my game crashes. I'm playing on Windows 10 with the legacypc steam option and some other mods, msotly cosmetic, though none which affect the Vandar model or the 601dan.mod the mod uses :/ 

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Apologies. Somehow between testing and release, the Vandar model managed to disappear from the mod. I've added it back in. If you already have the mod, you can grab the new version, copy DP_MstrVandar.mdl/mdx from the tslpatchdata folder and manually paste it into your Override folder without needing to re-install.

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Apologies. Somehow between testing and release, the Vandar model managed to disappear from the mod. I've added it back in. If you already have the mod, you can grab the new version, copy DP_MstrVandar.mdl/mdx from the tslpatchdata folder and manually paste it into your Override folder without needing to re-install.

 

No worries, thanks for addressing it. (:

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Found another model with bug eyes, hologram of the Male Republic Trooper, think it might be a change in the NPC Overhaul but he's got the bug eyes on the Harbinger's holologs where you download the orbital drift charts.

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No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). The Republic soldier on the Harbinger is one I am already aware of. His helmet is...problematic.

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The M4-78 patch doesn't seem to work. Keeps giving me an error whenever I try installing it: Unable to locate archive "SteamLibrary\steamapps\common\Knights of the Old Republic II\Modules\703KOR_s.rim"

 

Great mod btw!

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I assume you are using M4-78 from the Workshop? The instructions explicitly state that you need to install to the mod's Workshop folder, not the base game folder.

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I assume you are using M4-78 from the Workshop? The instructions explicitly state that you need to install to the mod's Workshop folder, not the base game folder.

I'm not using the Workshop version of anything. I'm using the moddb version of M4-78 (1.2). Is this not compatible with 1.2? And if not do I need to get the 1.3 from the Workshop?

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What is the specific issue?

 

 

Well, the characters use different models in NPC Overhaul, such as the Jedi Masters use this http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ if you have it installed, which means the robe textures in the holograms are all messed up when I use your mod because they use the default robes.

 

Also because of the hologram on Dxun of the Sith Commander "Unique_Uthar" needs fixing too. 

As does the default Male Republic Trooper.

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I am already aware of the Republic trooper, as indicated in the description. There will be a partial fix for it in the next version.

 

I'll have to look into the Dxun holo, assuming that it is a vanilla issue.

 

Dealing with NPC Overhaul seems likely to be too much of a pain in the ass to bother with. I'm more likely to leave it up to the enduser to pick between one or the other.

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Dealing with NPC Overhaul seems likely to be too much of a pain in the ass to bother with. I'm more likely to leave it up to the enduser to pick between one or the other.

 

Aw c'mon, all it would require is making the fixes you've done for the heads patchable on to the NPC Overhaul bodies because that's the most fundamental element they change, seems simple enough in theory.

 

As for Dxun that's a personal request. 

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I have no idea if I got an old download, but the Heads.2da and Appearance.2da are missing from the Base game install tslpatchdata folder. This isn't too big of a problem unless you're installing from a fresh game with TSLRCM.

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TSLRCM comes with its own heads.2da and appearance.2da, so there is no problem. It would only be a problem for the vanilla base game, but TSLRCM is a requirement for the mod to function correctly, so that is irrelevant.

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When I installed this, I got 16 warnings stating:

 [Warning] A file named 005ebo.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 101per.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 102per.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 103per.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 105per.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 106per.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 151har.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 152har.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 201tel.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 205tel.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 222tel.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 601dan.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 602dan.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 901mal.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 902mal.mod already exists in the Modules folder. Skipping file...
 [Warning] A file named 702kor_s.rim already exists in the Modules folder. Skipping file...
Should I be concerned by this?

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As per the info/description shown by TSLPatcher:

 

N.B. – You may get warning messages regarding certain module (.MOD and .RIM) files already existing. This is normal and no cause for alarm. The files are only included for Steam Workshop compatibility reasons.

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Aw c'mon, all it would require is making the fixes you've done for the heads patchable on to the NPC Overhaul bodies because that's the most fundamental element they change, seems simple enough in theory.

 

As for Dxun that's a personal request. 

 

No chance of this then?

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I also have a few errors/warnings with the patcher.

 

 [Error] Unable to locate archive "C:\GOG Games\Star Wars - KotOR2\Modules\703KOR_s.rim" to modify or insert file "bastila_holo.utc" into,   skipping...
 [Warning] No valid bastila_holo.utc file was opened, skipping...
 [Error] Unable to locate archive "C:\GOG Games\Star Wars - KotOR2\Modules\703KOR_s.rim" to modify or insert file "p_kaah001.utc" into, skipping...
 [Warning] No valid p_kaah001.utc file was opened, skipping...
 [Error] Unable to locate archive "C:\GOG Games\Star Wars - KotOR2\Modules\703KOR_s.rim" to modify or insert file "p_vash002.utc" into, skipping...
 [Warning] No valid p_vash002.utc file was opened, skipping...
 
This is for the M4-78 patch by the way. Is there a major issue here?

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I believe the earlier version of M4-78 just replaces the vanilla Korriban module. I did have an updated version in the works for it since January, but I was waiting on a user to test it and get back to me. I may have to release it regardless.

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I haven't got as far as Korriban yet, so I can't say if there are any crashes yet. Should I be worried about any of this?

 

Thanks for the quick reply.

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