LiliArch

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Posts posted by LiliArch


  1. Yeah that's intentional. Too many issues with clipping and mesh distortion if you make them longer. As they are it's going to be pretty rough with certain animations, and a few body models will have some nasty clipping issues. The lowered hood on the back of the TSL master robes is a particularly apparent one, and I imagine the Revan reveal in K1 would be comically bad.

    Well, the Revan reveal in K1 is comical with the ponytailed Vanilla female head, too. I wouldn't worry about that too much.

  2. I believe the red blade has an issue, because VP's mod has a .txi for it (which causes a very odd visual glitch, try if you like). Unless I remember wrong which lightsaber blade mod I had installed when I got that (and unless VP has changed the lightsaber blades since).


  3. Whatever... We can safely ignore these two:

     • Warning: A file named PFBBS01.tga already exists in the Override folder. Skipping file...

     • Warning: A file named PMBBS01.tga already exists in the Override folder. Skipping file...

    Yeah, they're simply the default scoundrel clothing edited slightly to remove a seam which most people wouldn't even notice. Just take your pick of what want your scoundrel's default clothing look like.

     

    By the way, FS, or whoever has written the readme: it is both male and female. See? 'PF' and 'PM' BBS01.


  4. There should NOT be a dead Twi'lek, so that's already a sign something is off. What does the Canon Female Exile mod do, I'm not familiar with it.

    There is a dead Twi'lek scavenger at Korriban Academy, near Uthar's room, is there not?


  5. I seem to be unable to quote for some reason, but maybe this works without it.

    //Edit: of course I now can quote - probably a JavaScript glitch of sorts or something. So, edited the correct quote to the post...

     

    I would also like to point out that when you modify any original image file, make sure you're grabbing it from the C pack. You always want to be editing the highest resolution version of the image.

    Isn't the highest resolution in the pack A, and not C? Or have I completely messed everything again...

  6. On a sidenote, I think it's not the Shaardan-scene glitching, but a later one, where a Sith student wants to kill the two others (rodian and a female Twi'lek, who then calls for help) in front of the merchant, after you've heard of the medallion you need to get into the Academy (where you can decide if you want to help or just go away, though the Sith doesn't allow you to leave but wants to fight anyway). But yeah. Voice glitch.

     

    Canderous' side quest with Jagi has a journal entry that never gets marked as finished if you didn't make Jagi commit suicide, and the same seems to go for Canderous' own entry after that.

    Canderous' entry actually does get finished. (If you're playing the LS ending, you need to talk to him at Star Forge - Ebon Hawk at Star Forge does the trick, too. While playing the DS ending, it gets closed at the beach.) The biggest problem there is that the journal entry of the after-Jagi-conversation has bigger ID than the journal entries that should come after that when you talk to Canderous, so the quest doesn't update...

  7. You really should consider moving away from Perl, even if it is to something like Python. You would at least be able to do "3D" stuff that way I'd imagine; but honestly, you should take a good look at C#. Even if it is just playing around in Unity with it's version of C#.

     

    Anyway, I say it as any "future" TSL modding will be reliant on better 3D tools -- exporting and viewing of.

    PERL's way much more cross-platform compatible, though. You wouldn't believe how hard it was to get .NET 4.0 (or was it 4.1?) installed on my computer.

  8. I'll try to get that to work :D Since I'm on a Mac, there's always the chance of not getting it to run.

    Well, it's written in PERL, so as far as I know, the only reason why it wouldn't work could be that something in exe-format could mess the OS compatibility.

  9. From this topic you can see how the registry entries should look like so that Kotor Tool can recognize them. It is written for Steam installations, but it doesn't really matter, as you need to set the paths to direct to the actual location of your installation anyway. They work with Kotor Collection, too, as long as the keys have correct names.

     

    And don't edit the existing registry entries... it is possible that the installation doesn't recognize itself anymore if you do.


  10. The ability to edit level in realtime.....Now this would have to work by mdl file so you would load an level...add models, new plc files make changes then save it back as mdl and put it in the override..

     

    Ive always wanted the ability to move plc or any add new plc models to a new location or put up a new sign somewhere...i know some of it is possible because of the model viewer that was made...i have the ideas but not the ability...thats my suggestion

    Remember that mdl is not the module, it is the model. You can't add placeables to mdl. If you do, they're not placeables, they're model edits.


  11. Hmmm.. I remember having a similar thing happen (one time it played rather quickly, and the second time, it just skipped the animation), but I assumed it was due to my PC acting weird.

    Me too. Weird. Well, good to know what's causing it.

     

    Okay, that might be slightly off topic, but I noticed a weird thing...

     

    Most of the dds-files don't work in my game, but these ones (this and T3-M4) do. On the other hand, I can't open these with XNView, but most of the others I can. So there must be something different in them. Is there a header added to your dds-files, or is there something else going on?