Daemonjax
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Daemonjax last won the day on October 15 2021
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The armor utc file has a Disguise property -- it's supposed to Disguise the wearer as wearing THIS armor to work around a problem this mod has when the armor is assigned to the wearer's body -- so it instead it actually uses the head slot and the Disguise property. So, if for some reason the utc file's Disquise property is pointing to the wrong armor entry, it'll Disquise the wearer as something else... Kreia's armor, for example. So... after you install the mod, open the utc file from within your override folder using Kotor Tool and ensure it's Disquise property is pointing to the Sith_Stalker armor entry. The TLSPatcher worked fine for me, but I'm NOT using the Steam version... I am using over 100 mods, including TSLRCM.
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The whole point of XnView is to be a poor man's photoshop for batch image file transformations/format conversions. I'm not shitting on the tool -- it does what it does well. So, if you simply select a bunch of tga files and batch convert them as (again) tga files without giving it any transformation instructions then it's the SAME AS JUST COPYING THEM TO ANOTHER FOLDER. So what's the point of using XnView to install this at all? Nowhere in the instructions or comments does anyone say what transformations to use. Is it because some of the tga's are saved using RLE compression and kotor2 can't read them in that format (by default XnView doesn't compress tga's)? I'll test that... No, the game reads RLE compressed tga's just fine. Either XnView isn't needed or there's missing installation instructions for specifying the transformation. If it's a transformation, then it's the same transformation (like flipping them all 180 degrees) that needed to be applied to all the tga's, not just some... and I looked at some of them and they seemed OK to me. So it looks to me like XnView is entirely unnecessary -- just simply copying all the files from both archives into the override folder should work fine. If I don't update this post, then it worked fine for me doing it that way. Who knows... Maybe blank alpha channels need to be added to all the tga's if they're missing. I guess I'll find out.
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For Kotor2 when converting .wav files in StreamSounds, I needed to use skip=470 in the batch file. I used a hexeditor to ensure it was removing the correct number of bytes, and a value of 470 produced the correct result. Which makes sense, because the header is 470 bytes long (for the files I needed to modify anyways). I created my own batch file that simply outputs the header-less .wav into a folder named "output" without changing its name: for %%F in (*.wav) do ddrelease64 if=%%~nF.wav of=output\%%~nF.wav bs=1 skip=470 pause And I (of course) had to create my own header file for the conversion back (again by using a hexeditor to copy paste the 470 byte header): FF F3 60 C4 00 00 00 03 48 00 00 00 00 4C 41 4D 45 33 2E 39 33 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 4C 41 4D 45 33 2E 39 33 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 FF F3 62 C4 8F 00 00 03 48 00 00 00 00 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 4C 41 4D 45 33 2E 39 33 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 FF F3 62 C4 FF 00 00 03 48 00 00 00 00 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 55 I created and used the following batch file to add the header back (it simply outputs the re-headered file into a folder named "with-header" without changing the filename): for %%F in (*.wav) do copy /b "header.bin" + "%%~nF.wav" "with_header\%%~nF.wav" pause I did the above because I found myself needing to replace THE MOST ANNOYING SOUND EFFECTS EVER IN A VIDEO GAME: amb_elecwire_A and amb_elecwire_B Holy crap those sounds sucked so bad I thought it was a bug because it sounds like corrupted white noise. Those files both had a header 470 bytes long. I don't know if every .wav file's header is 470 bytes long, but it's easy enough to confirm using a hexeditor. These weren't raw wav files or mp3 files disguised as wav files... they were just straight up normal wav files with a normal wav file header that starts with RIFF -- they just originally had an additional bullshit 470 byte header. If I was going to write a tool to do all this for me, I'd do it in java... If the file starts with the magic bytes FF F3, then it has a header that needs to be removed. Then, I'd find the first instance of the magic bytes 52 49 46 46 to indicate the start of the sound wav, while storing the header in another file named original_filename.header. But maybe all the headers in StreamSounds ARE the same, which would simplify things a little bit by hardcoding the header -- but I'd still code want the code it to double check that assumption. On second thought, I'd still code it without baking in the assumption that it knows what the header bytes/length are and just figure it out programmatically on a per file basis and store the header info as header_length.extension (instead of file_name.header) to greatly reduce the number of extra files created -- best of both worlds. Tangential thought: Some sounds effects "pop" ingame when they start playing or when panning the camera near the output source (not the files I made to replace the above two, those work perfectly!), and I have wonder if it's related to their headers.
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I like the changes except for removing the availability of finesse:lightsabers because I think that might _possibly_ have unintended consequences for NPCs and editing .uti files for party members -- I'm not 100% sure if the feat would still actually work if the feat is not in their class list. I don't remember which character it was, but I definitely gave a character finesse:lightsabers -- probably kreia. It just doesn't seem worth it to take that chance. But it was very easy for me to just edit the changes.ini file to comment out the changes to finesse:lightsabers, so whatever.
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You can extract the vanilla camerastyle.2da using Kotor Tool, and edit it yourself to make your own camera mod that only affects what you want. Going purely from memory... You should only need to increase the fov (the "viewangle" column) on the "Default", "Ebon Hawk", "Outdoors", and "Combat" rows. I don't use that mod because reasons, but it's easy enough to make your own camera style that does the minimum amount of edits needed. And anything past ~70 viewangle (remember this is vertical FOV, not horizontal) causes fishbowling, but I guess some people like that? Weird.
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I just noticed that the Community Patch adds a lightmap file in TPC format -- which would take precedence over your tga (I'm 99% sure that's how it works). 104pera_lm0 So I removed that tpc and also added a txi for your tga version of it (just in case, but I'm not sure if its needed) -- the same txi I extracted from the community patch's TPC file: ALSO, the community patch adds 104pera .mdl and .mtx files to my override. I think it'll be fine for me to continue using those files.
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Thanks for the mod! I modified the changes.ini file to only install the females because for some reason the male head's model is screwed up. Or, probably more accurately, the texture doesn't fit the male twilek head model. Not 100% sure why... but probably has to do with the better twi'lek male mod (I used normal head/neck). I didn't bother investigating further. Since I'll never play as a male twi'lek, I just removed them.
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Hey, that was my bad -- I very quickly edited my post after I made that, but I guess you got my post via an email notification. My quick testing so far seems to indicate it works fine -- the tslpatcher seems to make the necessary modifications just fine and the warnings I got were erroneous (or tlspatcher being paranoid about the existance of the .mod files from those two mods). Unless I come back and post otherwise, please assume THIS MOD WORKS FINE with Fixed Hologram Models and Admiralty Redux and latest K2 Community Patch. I have like 90 mods installed (yours is the last one) and yours seems to work fine with all of them so. I like how your lightmaps aren't quite as dark as the original mod so that the placeables don't seem as out of place (even though I went ahead and darkened all footlockers and plasteel containers myself).
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