Kexikus

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Everything posted by Kexikus

  1. That's great news! Can't wait to see the finished product. M4-78 does edit the model, but you can safely use the M4-78 version of the model without M4-78 itself installed. You won't see the changes in that case. So you can just ask the developers of M4-78 for permission to use their model and go with that one instead of the vanilla one.
  2. Sorry. I didn't intend to sound snappy :/ In fact my comment wasn't even directed to you, but to Guibeasa as I was hoping he might also be able to provide a savegame. Anyway, thank you very much
  3. So that smoke is only visible in cutscenes? Or is it always there when going to the chamber? And can you please do what DarthParametric asked and post a savegame that has the smoke?
  4. I tried with a TSLRCM only save in the gog version and the VFX was not there WITHOUT this mod installed. So this might very well be another issue.
  5. I can confirm the second bug. My guess would be that it's a similar issue to the fire bug and I'll check that later today or tomorrow. However, I cannot reproduce the bug in Visa's chamber. I don't have any smoke there independent of whether I use the mod or not. Are you sure it's this mod causing the change?
  6. The fire issue is fixed now and version 1.2 is uploaded. Thanks to bead-v and DarthParametric for figuring this out for me
  7. In a conversation for some NPC to walk through or when the player opens the door during normal gameplay?
  8. If you really want the fire back, you can temporarily remove 851nih53.mdl and .mdx from your Override. However that will also result in you losing most of the changes I did to the Ravager section of the game. The solution bead-v speaks about is not a solution by the way as removing the walkmesh will also render the rest of the model invisible (for some reason that smarter people than me still have to figure out).
  9. I tried now and it didn't change anything :/
  10. Yeah. As soon as the model 851nih53 gets added to the level (i.e. 851nih.lyt, 851nih.vis AND 851nih53.mdl and 851nih53.mdx) are in the Override, the flames will disappear. Having only the .lyt and .vis file OR the model files, doesn't cause any issue. And I should mention again: 851nih53 is a custom model that doesn't replace a vanilla one.
  11. I can confirm this. For some reason, my newly added model 852nih53.mdl/mdx removes these fires. But I've no idea why as this model is not replacing anything but only adding stuff. So I also have no idea how to fix this :/
  12. Uhm, no idea how that would happen, but I'll have a look.
  13. Photobucket decided to no longer let me embed my pictures on other sites like here. Guess I finally have a reason to no longer use their crappy website :)

    1. DarthParametric

      DarthParametric

      Yeah, their cash-grab has hilariously blown up in their face, PR-wise. There are plenty of free alternatives around, and you could run an entire fleet of your own servers for the ludicrous $400 they want. I wouldn't be surprised if they go kaput in the next 12-18 months.

    2. Sith Holocron

      Sith Holocron

      I've been shifting my pictures to IMGUR

  14. I don't know how it's done in vanilla, but one possibility is to give them an OnSpawn script that contains the following line: AssignCommand(OBJECT_SELF, ActionPlayAnimation(36, 1.0, -1.0)); The problem with that is that the player will see them sit down when entering the module and I don't know what happens if you leave and return to the module. So there's probably a better solution.
  15. Updated the mod to version 1.1: The only "new" thing is the reactivation of fog in the Ravager levels. This was possible due to bead-v's discovery of which byte enables/disables fog rendering on a model. For some more details: Fog in the KotOR games is a one color overlay with increasing opacity in the distance. Now if fog was rendered on a skybox or star backdrop, that backdrop would obviously disappear behind this solid color, which is why there had to be something in the model telling the game whether it receives fog or not. But until yesterday, I didn't know what so the only way to make my added backdrop models not appear as flat grey on the Ravager was to disable the fog entirely. But with bead-v's discovery I could now re-enable the fog while keeping my backdrop models normally visible. The screenshot shows the view from the Ravager in v1.0 as well as in v1.1. As you can see, there is now a grey overlay on the Ravagers structure while the backdrop is completely visible. On the right, you see what happens when fog is enabled in v1.0... which is obviously not great. And here's a screenshot from inside the Ravager that shows the improved atmosphere with fog re-enabled.
  16. I'm afraid you'll have to wait for the mod to be rereleased here on Deadlystream. Currently 1.3 is not available anywhere except for Steam and I'm pretty sure it won't be until its rereleased here.
  17. Thanks to bead-v I was able to reenable fog on the Harbinger in my TSL Backdrop Improvements mod: http://deadlystream.com/forum/files/file/949-tsl-backdrop-improvements/

    1. DarthParametric

      DarthParametric

      Before and after pics?

    2. Sith Holocron

      Sith Holocron

      ^ what DP said

    3. Kexikus

      Kexikus

      See the release thread for some screenshots.

    4. Show next comments  78 more
  18. Intel i5 3320M 2.6 GHz sounds like an integrated Intel laptop videocard. Those are known to have problems with KotOR / TSL. So I'm pretty sure it's not the mod's fault. And since this is very early in the game, could you try and start an unmodded game just to see if it's still happening?
  19. I could use that and it really would be quite cheap, but I don't see the need. Coruscant is the first scene that has taken me this long to render but it's not like my computer can't handle it. It just takes time that I need to squeeze in somewhere.
  20. Yeah, I'm in favor of that option too. But unless you own Terragen 4, you can't render it for me. In the end it's just a matter of time I'm willing to spend on rendering, but I should be able to get those renders done while I'm not at home. I just need to do it^^ Also, I checked: There's no distributed rendering but you get some additional render licenses, i.e. you can log in with the same account on different machines. Only one of these will be usable for working on the scene, but all of them can render the scene. Not really helpful in my case though. (Fun fact: While I searched for the above information, I learned that ILM used Terragen for both TFA and Rogue One.) And to get back on topic: TSLs skybox models really suck... Many (if not all) of them are cubes with outward bent sides which would usually be fine, but in TSL these skyboxes are then placed higher than they should be, so the horizon is 5-10m above the player/camera. For a low quality skybox that's no problem: It just looks like there are hills or something, that result in a higher horizon. But for a good skybox that has a distant horizon, it will look like the entire terrain is bent with the player being at the lowest point. So I'll either move those skybox models down, or create my own actually cubic skybox models. In the latter case I would have to figure out how to get the sunglow on a custom model, so I hope that moving the skyboxes down will fix the issue.
  21. Put them in a .zip file and then when posting here click the "More Reply Options" button in the bottom right. There you'll find an "Attach Files" section that allows you to upload files. Just make sure that once they're uploaded, you actually add it to the post itself.
  22. Welcome to the forums and what an amazing introduction. I might actually have something for you to do. I'll contact you once I know for certain.
  23. Added 6 more 2da files to my 2da file overview. There are still many files missing, including some very important ones, so if you have any knowledge about these, please let me know :)

    1. DarthParametric

      DarthParametric

      The values are row references, as I said above.

    2. Kexikus

      Kexikus

      Okay, now I get it. I saw only the 288, 289 and 351 rows in weapondischarge.2da and linked these to the columns in droiddischarge.2da. But looking again I now see the 66_288 row etc. I still wonder why some entries in droiddischarge.2da are blank. I guess I'll play around with these to see if I can determine what they do exactly.

    3. DarthParametric

      DarthParametric

      Yeah that's why the columns have IDs and not labels - it's combining the number with the column ID to form a row ID. Seems kind of unnecessary, surely you could just use straight row IDs, but then again I scratch my head at a lot of their decisions.

    4. Show next comments  78 more
  24. What do you mean by "not saving properly". No changes are saved? Some changes are missing? The file is corrupted?
  25. According to this post, the second Xor encounter with the fight won't trigger on Tatooine. But even if it doesn't, you can just travel to another planet and fight him there.