sELFiNDUCEDcOMA

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Everything posted by sELFiNDUCEDcOMA

  1. Thanks, but I have to say, my aim with the facial tattoo was not to remind people of anything to do with KISS. Just was the easiest way to do the dark-side transitions.
  2. OK, so these are more or less final, beyond some quick changes I might make to things like Bao-Dur's dark-side body tatts...
  3. Thanks for all the positive comments on the work, folks! Switched to focusing on Bao-Dur's body, texture, which I wanted to try something different with. It's also taking a while but I thought I'd share the progress anyways...
  4. Some might recall that a long time ago, in a city far away from you, I did a tex of Bao-Dur, however, I hadn't done the transition textures until now... Thought I'd post up alternate screens of the external Korriban textures, these were taken on my dev-rig. There are some differences, the main being that they appear more red than those taken on my laptop.
  5. It's not just important to those that make lightsaber mods. The whole game is about you playing as a fallen jedi, lightsaber combat plays a big part in that. Anyone who plays the Steam version of the game has got to be more than a little disappointed at seeing that bug or the other bugs that appear when you try and correct it. You'd have to set it a high priority to keep people who bought the Steam version of the game happy.
  6. Thanks for the info; probably would have been weeks before I bothered to find out how to fix it. It's a pity that using this fix results in a pretty ugly bug: Since I found that bug on Korriban...
  7. Actually, it would have said there were problem files regardless, considering it will also "verify" your ini file as well. I also had some other files that were removed or renamed too, that it would have persisted to reinstall even though I don't want it too. Verifying only really works if your install is pristine, not if it is "correct." It's kind of a useless tool as is in my opinion.
  8. Anyone by chance where a copy of the model format / info tables may be found..? The CChargin webpage has disappeared and I don't think I saved the info anywhere. Please don't say look at MDLops -- I don't understand Perl! EDIT: Forget it, solved my own problems -- new there was a cache version someplace! For reference for anyone else: http://web.archive.org/web/20151002145130/http://home.comcast.net/~cchargin/kotor/mdl_info.html Also stumbled upon this one which may be of interest: http://web.archive.org/web/20041021050414/www.torlack.com/index.html?topics=nwndata_binmdl
  9. Well, in the swkotor2.ini files has the following: DisableVertexBufferObjects=1 1 is ON so this has already been disabled. Changing it to 0 actually makes the problem even worse. Still, it's interesting that this only seems to be a problem (for me) with the double-sabers. The single-blade sabers render just fine .
  10. So, to cut a long story of incremental installs and testing, it appears that the base game itself may not have properly updated by Steam -- my recollection it said it had and at least went through the usual Steam motions of doing so. First time I installed my mod, there was no Override folder. This time around I found an Override folder with a bunch of files -- likes mostly like GUI stuff to do with controllers, seem to recall the last update included this stuff. Problem solved.
  11. Too late, Steam's reinstalling the base game now... The thought crossed my mind to check if that's what you meant, but, I installed the game late last year and can't quite recollect when I installed TSLRCM and whether it all updated properly. Best option is just a clean install, especially as I'm at work and can do it all in the background -- it won't hurt none to be thorough .
  12. If you mean list ALL my mod files in the override folder, well, I'm not going to list 2,150 files for you, especially as with me renaming the override folder to something else, takes them out of the equation. Also, I have no other mod files installed into other folders, like modules -- it is all just Override folder on my laptop. I've done that, moved back the appearance and head 2DA files back into their TSLRCM and M478 workshop folders, started from an earlier save, and, still get the same problem. Now that said, the first opportunity I get, I will be reinstalling everything, in case when the game was sitting on my laptop, Steam didn't update it properly. When I do, I'll update the situation. FYI: I'll try and see if I can use an existing save game to do so, without, any of my mod files installed yet; I'll also attempt to first do so without installing either TSLRCM or M478, then with TSLRCM installed, then finally with BOTH installed. Just to see which one if any triggers it.
  13. Ok, so a few placeable texture passes to make some eyesores less so... EDIT.... Fixed... for now. Has anyone else come across this double lightsaber bug... occurs on my laptop Steam version of the game but not my (aging) dev-rig retail version of the game.
  14. It would be better if it the holocron were a separate model just on its own, scaled to the same size as the ones you see via Telos and the confrontation with Atris where she's surrounded by them. You should be able to do something similar as with some datapads you find in-game: click on it, it disappears and gets added to your inventory. Regardless, you can still position it in world via XYZ co-ordinates so that it sitting on top of a table -- any table. You might also consider using the existing TEL_holo tex for UV mapping. Not sure I'd use it, however, happy to add it as a resource that others can use along with example scripts -- I have a bunch of this already implemented with that in mind, just not with any new models and such. It's just simpler to rename the peaceable to something else like: "Sith Holo-Reader," and then add a Sith Holocron that's usable in far more interesting ways. Especially as the "thing" in the room is only used to playback a recorded holo-message for plot purposes.
  15. I meant more along the lines of blending modes. They may have thought that a holocron was simply a holo- recording and data device, and that thing, is just a reader / projector for it. Or it started that way and then ended up being written in as being an actual holocron. I've thought of editing the model so that the tip of the device is an actual Sith holocron, however, it may simply make more sense to rename the placeable file from "Sith Holocron" to "Sith Holo-projector" -- or similar. Especially as it being a holocron, you would want to be able to take it with you like the fake one on Dantooine. EDIT: maybe replacing the model with Darth InSidious' Sith Holocron one might be a good option; still, as a player I would want to be able to take it with me, even only to look at it in awe via my inventory .
  16. 1) During the game, when did the problem begin to occur? Right now. 2) Did you install the latest version of the mod? (1.8.4 and 1.2 respectively) We only provide assistance for the most current version of those mods. It is a Steam workshop subscription of both TSLRCM & M4-78, they should both be the latest versions -- up to date. 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? Steam. 4) Did you update your game as required by your game's region? (4-CD version ONLY) 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file? These should be fresh installs -- base game installed on my laptop around October last year, unplayed. Mods installed not that long ago. 6) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) I have custom mod work, nothing that should relate to Dxun -- as it is all Override only, renaming this folder and starting prior to travelling for the first time to Onderon via the Galaxy map, still leads to this bug. 7) Can you be more specific about the error? At what point did it happen? There appear to be 2 errors here, the first has to do with this prompted dialogue option: Picking the first option takes you to a black screen, where you can still clearly hear the ship in the background -- the required module hasn't been loaded it appears. Picking the second to circumvent it, and then picking all the options until you are free to leave the ship, results in the same black screen after you have promoted to confirm your party choices. 8) Have you tried re-downloading/re-installing the mod? No, that option sucks-arse! Plus, this is a NEW and clean install. 9) Have you tried using a different save game? Tried an earlier saves, still didn't work. 10) Have you tried starting a new game? Well, that a lot of playing to get to a point that I can actually travel to Dxun. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 8.1 (still). 12) Can you confirm that you see the TSLRCM logo on the the main menu screen? Well no, but only because I removed it so that I could see my own custom one . 13) What language is your game set for? English. 14) Which language of TSLRCM are you using? English.
  17. Yeah, played around some with overall brightness, opacity level and some txi options -- last was useless. I also spent some time doing a quick placeholder tex job for the "holocron" in the room...
  18. Frame buffer effects get applied to the whole screen; they're also referred to as screen-space shaders, full-screen shaders, and, image effects -- if you use Unity, and they are applied to the scene camera. The last is the most obvious in describing how they work, in that what gets rendered to your screen is effectively a 2D image (frame buffer), and like an image in Photoshop, you can apply a filter effect (shader) to it. This is done post-process, whereas the character hologram effect is not. FYI: this is how ReShade works, it injects post-process by injecting some render steps inbetween what the engine puts into the frame buffer and what then gets drawn to the screen -- some of the effects also use the depth buffer, like with deth of field and SSAO. So put simply, those screen visual effects shouldn't have anything at all to do with the hologram effect. From what I see, this is not something that can be tweaked via a 2DA table, but rather, it's part of the compiled shader code. Easiest (and probably only) option is to play around with the "Holotex" that Darth Parametric pointed out. Should be able to minimise the seeing teeth and whole eyeballs issue some, but, this was just how engines of the time would do these hologram render effects -- badly.
  19. Thanks. Thanks again! The Handmaiden... This sort of started from me playing the (Steam) version on my laptop and having to fix a Bastila holo-recording bug I created. Decided to implement a dark-side version for her: It was just a rough and ready attempt as you only see her rendered with that awful holo-recording shader. BTW: does anyone know whether this is something that is listed in any of the 2DA tables? I know it is a flag set in the UTC character files, haven't found what it's pointing to yet -- though, haven't dug that deeply into it yet being a bit time poor at the moment.
  20. This is for the most part is just TEXT. It lacks a lot of context, and I've seen a lot of naivety here. So, someone saying they are planning on 87 quests, which will likely add up to one giant turd quest if ever completed, seems perfectly reasonable to me .
  21. Are these planned quests, or, some quests done, others bits are done, and a lot more on the drawing boards. Curious as it seems to me that 87 quests are on the high side. Even if they are relatively small "side" quests, seems like a lot with current tools, even with a large experienced team.
  22. No, I'm posting on this thread as the comment is for this thread and this is the thread I'm currently interested in. You're free to make your own call as to what is like what, but to me, there is a big aesthetic difference between Mass Effect and Star Wars. Just take the visual design of the robots, as an example. Star Wars was and still is rooted in the notions of what robots would look like, inside and out, from a 1970s point of view of advanced technology. Even newer imaginings still have to try to fit this design aesthetic from the original films. When they don't, like in the case of some elements of the newer films, they can be jarring. Mass Effect is more rooted in a 90s-00s point of view informed by many influences, like Manga. Anyway, to stay on track: like the quality modelling work, and am interesting to see the final textured result.
  23. Yeah, I don't mind people updating KoTOR for the aesthetics of the today, but, I do mind when people try to pass off ME off for KoTOR. It doesn't fit the universe at all. Part of the universe is the original movies along with newer content like films and animated series -- such as Rebels. Mass Effect belongs in, Mass Effect . It isn't part of the universe of Star Wars, even with the newer stuff. That said, if people want to make Mass Effect based mods for KoTOR... That's their business; just don't claim it to be otherwise.
  24. It's an interesting idea, and I'm loathe to dissuade someone who is quite clearly a gifted character modeler, however, the built in head band is likely going to not play nice with existing head gear that the player can wear. Unless you are going to set the model up so that those particular nodes aren't there so head gear won't show up. That's your choice, however, I prefer to see things like gear and weapons I have selected, appear in-game via my character. Have you thought about perhaps releasing the head model as a replacer for an existing one, and the head band, as a new item that players can equip in-game like any other head gear item? FYI: It's relatively simple to add a script that will have the head band added to a container in one of the nearby rooms.