DarthParametric

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About DarthParametric

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    Dark Lord of the Sith
  • Birthday 03/12/1976

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  1. Added a manual reconstruction from bytecode to the repo - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/907MAL_Malachor_V_Trayus_Core_(cutscene)/a_904sion.nss
  2. It can be disassembled into bytecode though. a_904sion_BYTECODE.nss
  3. Looking at the academy DLG, the anim it uses is 10006. All those earlier ones are probably K1 references that DLGEditor is listing that don't work in TSL.
  4. You should be able to crib what you need from vanilla scripts. In this case, the end of the scene between Kreia and Atton in the polar academy ("Sleep, murderer") should be exactly what you want. I would guess they literally just kill him rather than applying an animation.
  5. You're far better off scripting animations rather than trying to use the dialogue animations.
  6. Apparently so. V_FreightL01 is the actual original, which is 1024x1024.
  7. "Extract"? You mean get the name? It's LDA_FreightL01. It also has a normal map, LDA_FreightL01b, but it's unused.
  8. Any should work. There are a few free ones around: https://mh-nexus.de/en/hxd/ https://github.com/WerWolv/ImHex You can read this tutorial post for some general information about how to hex edit for your specific resolution. If your resolution was 1920 x 1080, for example, at the appropriate offsets I posted above you'd replace 80 02 with 80 07 and E0 01 with 38 04.
  9. Ah. This is after the Dark Side ending? If so, that requires manually patching the exe yourself in a hex editor, since ndix UR never updated his patcher with the info. I provided some info on how to do it in the description of this mod:
  10. Try downloading this replacement Russian font texture and putting it in your Override folder: https://github.com/KOTORCommunityPatches/K1_Community_Patch/blob/master/tslpatchdata/translation_russian/fnt_creditsb.tpc Click on the "Download Raw File" button on the top right:
  11. I was thinking I should also do a version using the TOR-ported Rodian. That has regular-sized hands.
  12. Here, try this out: K1_Rodian_Female_Smuggler_Test.zip Compiled for K1, also fixed the danglymesh for the hair that was apparently broken. If there are no problems, I will submit it as a modder's resource. As to the scaling, seems I scaled the female outfit to fit the Rodian body rather than the other way around.
  13. Hrm, I was supposed to add a K1 version as a modder's resource. I guess I never got around to that? Whoops. Shouldn't be a big deal, I just need to recompile the model. I'll take a look at it tomorrow. As to the scaling, regardless of whether you want to scale the body up or the Rodian down, you should do a uniform scale of the whole body, matched against a static target mesh. At least to get things into the ballpark. Then you'll need to tweak to get them to mate nicely. Looks like you've got a scale mismatch between the meshes and the rig.
  14. It's only the appearance hijacking of disguises that is a problem. Otherwise they are a regular item in all other respects.