-
Content Count
4,622 -
Joined
-
Last visited
-
Days Won
523
DarthParametric last won the day on March 20
DarthParametric had the most liked content!
Community Reputation
3,814 The Chosen OneAbout DarthParametric

-
Rank
Dark Lord of the Sith
- Birthday 03/12/1976
Profile Information
-
Gender
Male
-
Location
: Oz
Recent Profile Visitors
-
Kotor 1 - Stuck before Dantooine Star Map
DarthParametric replied to keegs's topic in Knights of the Old Republic General
Well if you saved right as the script fired then conceivably it stored the values of the scene having been triggered. Hopefully it should go without saying that in the future you should never attempt to save while in the middle of interacting with something. At least it wasn't my fault. Maybe I'll add a triggered autosave once the door has been unlocked before you get a chance to interact with it. -
Kotor 1 - Stuck before Dantooine Star Map
DarthParametric replied to keegs's topic in Knights of the Old Republic General
I'm still not sure how you manage to trigger this problem in the first place. Are you mashing on the left mouse button when opening it? The keyboard? Both? Maybe I'll try farming out the script to an invisible placeable and just have the door signal it. Although since I can't recreate the issue, I can't really test it. Anyway, I reset the door for you. The cutscene triggers fine on my end. Dantooine_Ruins_Star_Map_Door.7z -
Kotor 1 - Stuck before Dantooine Star Map
DarthParametric replied to keegs's topic in Knights of the Old Republic General
Only global changes belong in the Override folder. Module scripts get injected into the appropriate MOD file in the Modules folder. Can you attach a save file? The problem I had last time was that I couldn't reproduce the issue, so I was never entirely certain of the root cause. -
Kotor 1 - Stuck before Dantooine Star Map
DarthParametric replied to keegs's topic in Knights of the Old Republic General
What version? I have seen this bug once before, but I thought I had prevented it from occurring again. -
Since Tyvokka announced a while back on the DS Discord server that porting is now open season: the easiest solution is probably just to port Kyle's outfit from JKO/JKA. Might as well do the head too so you have the full experience. The textures would probably need a bit of a cleanup though, since they're presumably pretty low res. The other option might be if there's a newer rendition somewhere, like Battlefront or something.
- 1 reply
-
- 1
-
-
-
Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
It's unlikely it has anything to do with OpenGL or GPU drivers. It's more likely to be something in the model that is not adhering exactly to the format when exported by KMax and compiled by MDLEdit/MDLOps. For whatever reason it doesn't trip up the Windows version. You'd probably need to attach a debugger and step through the game process to the point of the crash to find what the root cause is exactly. Btw, it would be useful if you could try the MDL/MDX/WOK sets for each room one at a time to see whether it's one or both of them that causes the crash. Might help narrow down the problem. K1CP replaces one of the models there to fix some visibility issues, so that would be the cause of that one presumably (since it was from me via KMax/MDLEdit again). I guess I'll need to re-export all the models for the next release. -
Diversified Wounded Republic Soldiers on Taris
DarthParametric commented on DarthParametric's file in Mods
-
The mobile versions are not an "officially" supported platform for the mod. The mod is developed for - and only tested on - the Windows version. An Android-specific version would require a dedicated contributor that could ascertain, create, and test the required changes. The likelihood of that happening seems low given that nobody (that I am aware of) has volunteered to do so during the better part of a decade that the mod has been around for.
- 282 comments
-
- 1
-
-
- patch
- compilation
-
(and 4 more)
Tagged with:
-
Because that's how the limited system they implemented works. Bodies are presets in appearance.2da, one model per armour class. Since the columns are hardcoded and we can't add more, the only way to get a unique body for a given armour is to create a disguise. And that's a pain in the ass if you want the character's head showing.
-
Extract into the game's Override folder. I was lazy and only did them as a Star Forge Robes/Revan's Robes replacement, so just add the item for those to your inventory via console command or KSE.
-
Yeah the door meshes have a white self-illum. But I think all doors probably have self-illum, since they aren't lightmapped. That's a bad combo with a white texture, although the degree to which it glows depends on the environment.
- 204 replies
-
- tslrcm 1.8.6
- tsl
-
(and 4 more)
Tagged with:
-
No. For starters, CM_Bright is blue. Could be the door has self-illum enabled though. What's the door type?
- 204 replies
-
- tslrcm 1.8.6
- tsl
-
(and 4 more)
Tagged with: