Leaderboard


Popular Content

Showing content with the highest reputation on 04/10/2019 in Posts

  1. 2 points
    Thanks a lot ebmar, that was it. The envmap was set to cm_baremetal, actually a lot of rows in that file are set to cm_baremetal, don't know if that's going to cause more glitches in the future, maybe. Also thanks to DarthParametric for trying to help. 👍
  2. 2 points
    If you are on Windows, you can try the follow. Download GLOverride: http://www.humus.name/index.php?page=Cool&ID=5 and extract it into the game's base directory (i.e. alongside swkotor.exe). Open opengl32.ini in a text editor and change FixClamp = 0 to FixClamp = 1 then save it. Run the game and see if that makes any difference. I would be curious to hear if you also have the grass problem, where characters legs are invisible behind grass.
  3. 1 point
    Cool! Glad to hear the good news. Few were intended to have CM_Baremetal or such, just make sure that with B model type [separated head - body model such as playable characters] they're all set as DEFAULT. You'll figure it out eventually. Presumably you're using Seikan's armor mod I believe you'll need TXI files for each texture to accommodate the removed shader. You can make one by generating a TXT [notepad/text] file, change the extension to TXI, open it with Notepad++ or anything similar and insert this: envmaptexture CM_Baremetal - save it and rename to match the texture's name, so now they go as pair whenever you install them [e.g. PMBJ02.tga - PMBJ02.txi].
  4. 1 point
    You could take a look at row 148, 149 and 150 there - on their envmap column what they're set to? They should be as DEFAULT to have the alpha/blending punchthrough for the head part and/or appropriate armor shader to work properly.
  5. 1 point
    Hello, friend! Thanks! Much appreciated. Yeah, I admit to had been overlooked the Dantooine's development, as been spending thoughts on the playthrough lately. I'll look to revisit it when chances're arises. Thanks for the feedback! Yes, that's an oversight by design from me. I envisioned her to draw the blaster when things go hostile [with "Kill Marlena" installed] at first, but with recent test it seem she's not going hostile so the blaster only act as a looted item. Come to think of it I'm gonna make her equip the blaster by hand with the next update - I mean; it'll make much senses as she was supposedly going "hunting" from going to the desert. Yes, it wasn't an extreme change like putting her on a different area or such. In vanilla she's positioned in vertical straight line from the module's [tat_m18aa] spawn point, and now with the mod installed she'll be moved for a few coordinates to the right as well as an orientation change.
  6. 1 point
    Hello, my friend! And congratulations for yet another legendary entry to the Legends series (I am still eagerly awaiting your Dantooine improvements 😊). I just wanted to ask you something about the blaster you said you gave her. Like in your own video above, even in my case she doesn't seem like she is wielding any. Was it intended to be only used if you have jc's mod "Kill Marlena" too? And also a question about the new position. Is it possibly a very subtle difference, possibly in the direction she is facing? I don't recall the original being far from that very spot at all. Cheers!
  7. 0 points
    Yes, it uses the same OpenGL DLL hijacking trick that Reshade and similar things use, so you can only have one at a time. Do you have PMHA05.tga in your Override folder? If not, then presumably your GPU doesn't like the Blending Punchthrough semantic. What video card do you have?
  8. 0 points
    Instead of clogging up Effix's mod release thread, why not make a request for something that matches your vision in the Request section? Update: Re-reading this, this may come off as dismissive but that truly wasn’t intended. If you feel there’s something to your suggestion, why not flesh out your idea as an official request.