Kexikus

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Everything posted by Kexikus

  1. What exactly is the bug here? Should he drop something different?
  2. The if condition has to be either == 0 or < 1, as the boolean is either 0 or 1, so it'll never be smaller than 0 which is why the condition is never fulfilled in your case.
  3. The Republic ships are actual models, the Sith ships are textures as they're so far away that it makes no difference.
  4. I suggest starting over. Uninstalling The incomplete Jedi Temple mod would be quite difficult.
  5. And follow the installation order given in the instructions of my TSL Galaxy Map Fix AddOn (you'll probably want to include bead-v's TSL Galaxy Map Fix or just the pack of our two mods in your installation too).
  6. You need to download all files. The part about having to download all seven parts is about the .part0x.rar files of BoS:SR 1.0. You need all of them because they're one .rar archive split among multiple files, so you can't open them unless you have all seven in the same folder. But once you've done that, unpacked and installed version 1.0, you also need to install patch 1.1. And I sadly don't know whether BoS:SR is compatible with the mods you mention. Sorry.
  7. In which order did you install those mods? And do you have M4-78EP installed?
  8. 151HARs.mdl and 151HARs.mdx. Also keep in mind that if you updated from 1.0 to any other version at some point, you'll want to delete 851nih.are und 852nih.are as those are no longer in the mod.
  9. Ah okay. I don't actually know where to find the downloads in the mobile version either. But I'm glad you were able to find them
  10. Uhm... click on "downloads" at the top of the page?
  11. Here you go. I was on my phone when I originally replied to this thread, so I couldn't link properly.
  12. Welcome to the forums BoS:SR Can be found in The download section of This site. For mod builds, I'd go with Snigaroo's lists from the KotOR subreddit.
  13. Uploaded the fix here on Deadlystream. Nexusmods and Steam will follow later today. Sorry for the delay.
  14. Oh... I thought you were referring to a new texture... Thank you very much for the explanation. I always thought that it's impossible to hex edit this way. I'll do that and upload the new version as soon as possible, either today or tomorrow.
  15. Okay, let me try again^^ There are two vanilla textures: EBO_Per (with alpha channel) and PER_Plnt01 (without) I accidently used PER_Plnt01 on one of my models, resulting in the black square SalaciousCrumb described. To solve this, there are multiple possible solutions: Giving PER_Plnt01 an alpha channel and including it with my pack. That seems really unnecessary, considering that EBO_Per already does that and would also result in a conflict with other mods editing PER_Plnt01 (like Trench's). That conflict would of course be solved by simply using the texture from the other mod instead of mine, but not having that conflict at all would still be a better solution. Hex editing my model to use a new texture, that's also just a copy of EBO_Per. Once again, that's a really ugly solution considering that EBO_Per already exists and would also cause even more issues with mods editing the Peragus backdrop as it's very unlikely that they also include my new texture, thus requiring extra work for the user to get the replacement texture in this scene instead of the vanilla one. Editing the model to use EBO_Per. That's what I want to do, since it requires no new texture and will be perfectly compatible with any mod altering the Peragus backdrop texture. The problem is that I can't just hex-edit the model to get from PER_Plnt01 to EBO_Per as their names don't have the same number of characters. And since I somehow lost my original files, I had to decompile the 151HARs model from my mod, replace PER_Plnt01 with EBO_Per and recompile it. But for some reason, that didn't work as it made both Peragus and the orange nebula vanish. And this is why I asked for help, as I've no idea what's causing this (my guess would be mdlOps though). I hope that's clear now
  16. Uhm, let me rephrase my issue with a complete description of the problem this time...^^ In vanilla there are two Peragus backdrop textures (EBO_Per and PER_Plnt01) and for some reason only one of them (EBO_Per) has an alpha channel to cut out Peragus without having a black square around it. When I created this mod, I had Trench's Peragus replacement installed which replaces both of these textures and has an alpha channel for both, so I never noticed that and used PER_Plnt01 for the new Harbinger backdrop model (151HARs). As long as one uses Trench's mod, that's fine, but most people probably don't and they'll end up with the black square shown in SalaciousCrumb's picture. If I were to simply hex-edit my model to use a new texture that's neither PER_Plnt01 nor EBO_Per or if I simply did what I suggested above and replaced PER_Plnt01 with EBO_Per, I could of course fix the issue. But that would result in more work for someone trying to use my mod with Trench's Peragus texture, which is why I'd rather use the correct vanilla texture instead (like I did in all other places).
  17. Thanks for reporting this. I found the issue. It's a missing alpha channel on a vanilla texture. To fix it for now, you can either use Trench's Peragus II replacement (highly recommended anyway) or use KotOR tool to extract the EBO_Per texture, rename that one to PER_Plnt01 and drop it in your Override folder. My fix would be to have my custom model 151HARs use EBO_Per instead of PER_Plnt01. Obviously I can't just hex-edit that, so I decompiled the model again (as I seem to have lost some of the original files...), replaced the bitmap and compiled it. But for some reason that results in Peragus and the nebula behind it to vanish completely. Other parts of the model (i.e. the moving asteroids) are still there though. If anyone with more model experience could help me (again), I'd really appreciate it. Thanks
  18. That's really weird. I've never heard of this issue before but it's good to know
  19. It's definetly common for multiple NPCs to share the same .utc but I don't think that's the issue here as you report that there's no change at all when editing the .utc. Did you reload a save from before entering the cantina to test your .utc changes? That's necessary for them to load. If that fixes your issue, it's of course still possible that all of them will be modified depending on whether or not they use individual .utc files.
  20. Time for some news: I updated the first post of this thread with some information on the current state of this WIP and an image to show my current progress for both the TSL mod and version 2 for KotOR. But I've also made some progress: The clouds for the TSL Dantooine skybox didn't work out the way I wanted them to, so instead of getting stuck there, I decided to do something else and remade the Dantooine K1 clouds. Those together with the Korriban clouds are what I'm least happy about in the current release so I figured that's a good start for now. You can see the result below (ignore the crappy render quality and missing AA, that's to reduce render time for tests): These clouds are much closer to the vanilla look and they simply look better compared to the old ones: The comparison also shows the enhanced terrain variation for v2 and TSL, but for some reason the lake seems to be much closer now even though it's in exact same position as before. I assume that's due to the fact that the horizon is higher (IIRC I lowered the horizon in Photoshop for v1) but I still have to test that. But I might go with a change in the model's position this time as the perspective should be perfect if the skybox model is properly aligned to the player. And while working on this, I got some ideas on how to do the TSL clouds for Dantooine and also for some other skyboxes. Not sure what I'll do next, but I'll keep you updated
  21. That's good to hear. But just to make sure: DON'T place files in .rim files. Use .mod files instead so that the vanilla files are not replaced.
  22. Makes sense. Good thing I only used this model in a one-off cutscene module
  23. According to the changelog for the K1 version of this mod, Sithspecter fixed a similar issue there with version 1.1. So it would most likely be possible for him to do the same here, but that's of course completely up to him to decide.
  24. You can copy the latest version over 1.1 and 1.2. If you prievously had version 1.0, you can also copy the new one on top of it but you then need to remove 851nih.are and 852nih.are from your Override. This was also the case for updating from 1.0 to 1.1 or 1.2. So unless you never had 1.0 or already deleted these two files (e.g. by doing a new installation), you have to do that.
  25. The latest version is now uploaded. All reported issues are fixed. Thanks for reporting them Guibaesa, thanks for the savegame Mutilator57 and thanks for fixing them DarthParametric and bead-v