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. 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.
  2. 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
  3. 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.
  4. What version? I have seen this bug once before, but I thought I had prevented it from occurring again.
  5. 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.
  6. You're looking at the positive space. The III is the negative space (the cutouts).
  7. If you remove the appearance row then the disguise won't work. The UTI just contains a row ID number. The appearance.2da is needed for the actual information.
  8. Go into the options menu and enable the setting to look up 2DAs in the Override folder.
  9. 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.
  10. I don't think Kex and I ever figured out what the core issue was with his problem. Even after re-exporting with KBlender, there were still some models causing crashes as I recall. But you can try these and see if it changes anything: DWRSOT_KBlender_Re-export.zip
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. No. For starters, CM_Bright is blue. Could be the door has self-illum enabled though. What's the door type?