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Showing content with the highest reputation on 09/13/2022 in Posts

  1. 2 points
    Module injection is less compatible, not more; WAV files are already setup to go to streamwaves and lip files have to go in Override to work for K1, IIRC. Looking quickly at the files I can't see anything that should be incompatible per se; the modules affected by DP's mod mostly aren't the same as the ones affected by this one. If I'm reading the files right for DP's mod though (without installing), it creates a whole new range of Dark Jedi for the Star Forge, who won't be equipped with lightsaber forms from this mod. Most things in my mod are set up to modify, rather than replace, existing Override files though, so unless DP has changed some very specific dialogue files (dan13_belaya ; k_player_dialog ; kor35_utharwynn ; kor39_utharwynn ; unk44_sparty) there shouldn't be any major incompatibilities.
  2. 1 point
    I just recorded them. Here is the original animated camera from TSLRCM version 1.8.5: Here is @Hunters Run's fix for the animated camera: Here is the TSLRCM 2022 update version of the Red Eclipse boarding scene:
  3. 1 point
    No, you can inject LIPs directly into the appropriate MOD inside the lips folder.
  4. 1 point
    To me that seems like a series of stills would fulfill the same function, according to the dev note, and would better fit the quality of the rest of the game. The custcene was a little jarring and never really fit into the game right imo
  5. 1 point
    This topic is designed to help you cope with transparency issues in certain droids, armors, as well as weapons in KotOR:TSL. The flaw is inherent in most laptop user’s gamplay, this is due to a insufficient VIDEO GRAPHICS CARD installed in the hardrive. This means that anything that is shiny or has a reflective surface will become clear and you will see right through them. Depending on how reflective the object is will determine how much of their actual form you will see, in short... On Laptops: more reflective = less solid. Other problems associated with the flaw are that you will not be able to see holograms or transmission in their regular translucent blue form; they will be solid and colored. Also, you will not be able to see active shields or the burst of speed effect, although they will be active, you will only see if they are working by the cyan arrows on your characters’ portraits. Another major drawback is you will never see from a camera / droid’s point of view (they are usually a hazy blue or red). The force sight ability will be also lost to you, meaning you will not be able to see a non playable character’s alignment (a shaded background with a bad red character, a good blue character, or a white neutral character). Unfortunately, if you have this dilemma you cannot upgrade your card because it is built into your particular model, and while you can change the card, it is highly recommended you do not, because you will need to take apart the laptop and remove the mother board in order to do so. You can also just buy a gaming laptop or a PC tower with the proper card installed, but chances are slim you want to spend that kind of money if only for this one game. This is a modder’s tip on how to inexpensively reduce the transparency issues only. I have chosen an HK-50 using a DC-15A Rifle mod as an example. If you have downloaded the ultimate appearance or just a particular reflective weapon mod, this will be much simpler, seeing as how I won’t go into how to extract the models, you’ll have to figure that out on your own. To edit the appearance you will need the GIMP painting program. NOTE: I must stress than you make duplicates of the files you plan to make changes to, in case you wish to undo the alterations. Once you have downloaded the GIMP program, go into the object’s destination folder and locate their .TGA file, it’s a good possibility that it will be easy to find, with the characters name in the title. After you have opened the .TGA, you will see the object’s skin on a flat 2d surface. From here, all you need to do is to click on the LAYERS tab on the top of the screen, and then again on the TRANSPARENCY tab, you must then select REMOVE ALPHA CHANNEL. This takes the checkerboard surface off the skin. Save the .TGA in the folder among the files it was originally found with. Enter your edited file, along with any other modifications you wish to go with the skin, into the OVERRIDE folder located within your KotOR:TSL destination folder, or just create one if not already there. NOTE: Please make sure your game is not active while doing this, as this may corrupt the system in unforeseen consequences. The scheme of the color and texture may seem unrealistic, even downgraded compared to other objects, but this is only in some cases, and most of the time the object will in fact look solid and well blended to the rest of the scene. The weapon and facial processes are exactly the same as the armor alterations, as I have already done the same steps with the rifle HK-50 is holding. Check your gameplay to view the results. Congratulations, you now have a solid character / weapon / armor for your laptop’s KotOR:TSL gameplay.
  6. 1 point
    This is in reference to the forum topic discussed HERE. This tutorial is to show step-by-step instructions in how to manually change appearance.2da to resolve the transparent character issues that some have reported with certain textures. * Models used are from the Battle Hardened Mandalorians mod by Canderis - only using this as example as I experienced this issue with this mod, and it's a really cool re-texture... Some textures containing alpha channels show up as transparent in-game: This is how you fix it. It is highly recommended you backup you appearance.2da file before proceeding. Extract appearance.2da using KOTOR tool. - you can open it by double-clicking on the appearance.2da file in your Override folder Find the model you are trying to fix. In this case, I'm looking for Alien_Mandalorian. Highlight the row(s) and scroll to the right until you see the envmap tab. Most of the entries in the field should read DEFAULT. Change DEFAULT to read CM_Baremetal in all of the models that you have transparent textures for. Go to File->Save as appearance.2da.b.... into another folder. Copy to the override folder, overwriting any files with the same name. When you launch you game, the characters should now show all texture maps as they were meant to be: And that's it