DarthParametric

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DarthParametric last won the day on January 9

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3,935 The Chosen One

About DarthParametric

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

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  1. No. Do not do that. The problem is not in the module, it's in the Override. The solution is to start a fresh install and lose half the mod list.
  2. Seems I didn't convert all of them to TPC I guess. Added PSD/TGA source. That's everything, so if there's still something missing you'll need to extract it from TOR yourself. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Texture_Source.7z
  3. You can check the SWTOR Slicers wiki and Discord server for info about getting the TOR assets into Blender, baking tints into textures, etc. - https://github.com/SWTOR-Slicers/WikiPedia/wiki After that, it's not any different to porting any other 3rd party asset into KOTOR. For things like completely new creatures, you could conceivably import them with their original TOR rig and try to use their original TOR animations. Although TOR's animation system is very different, so you'd have to do a lot of custom merging/blending to get what KOTOR needs.
  4. It's an invisible placeable template. By dumping it in the Override, it will overwrite any placeable in a module with the same ResRef (filename) that uses a locally modified version. This is why Override dumps are lazy and bad practice for module files. You may well need to cut out that and anything else that dumps a bunch of random stuff in the Override. That would mean starting over with a fresh game though, since appearances, quests states, etc. are stored in your save.
  5. It's not a mask, it should be all the masks from the WIP thread. I just zipped up what was in the folder. I'm not sure what is what since I haven't looked at it for years, as I said above.
  6. I see some numbnuts has dumped a plc_invisible.utp in the Override folder. Cut and paste that outside the game folder. It's not at fault here, since this module doesn't have a matching ResRef, but it will likely break something somewhere else in the game. I wouldn't be surprised if there's more stuff like that prone to causing problems. I couldn't see anything obvious looking at the module itself, and testing it on my end I could run all the way to the Dark Jedi encounter without issue. Doesn't seem that appearance.2da swapped the Kinrath or Mykal models, and there don't appear to be any replacement models for those in the Override. Looking at the module content directly, there doesn't appear to be anything of note. There's nothing obvious in placeables.2da, and there are no placeables of note in that section of the module. So I'm not sure what exactly is going on, but I suspect the cause must lay in your Override folder. Perusing your mod list, I don't see anything that screams out as adding content to that module. The only obvious possibility I could see was the Dark Jedi, as I noticed when I approached them (without triggering the cutscene) that the main/lead DJ had been model swapped to a Sith Apprentice in armour. But the appearance row for that is unchanged and there doesn't appear to be a replacement model in the Override.
  7. You posted the wrong module. AA is the Landing Pad. AB is the The Great Walkway.
  8. https://deadlystream.com/topic/6437-misc-tor-ports/page/6/?tab=comments#comment-99958
  9. Since people have asked about it, here's the TSL files for the masks in the screenshots. Not sure if that's everything, I haven't looked at it for around 7 years apparently. https://www.darthparametric.com/files/kotor/tsl/[TSL]_TOR_Ports_Masks_WIP_Test.7z
  10. Presumably the actual Tulak Hord mask:
  11. Nothing obvious springs out. Attach your placeables.2da as well, and kas_m22ab.mod from your Modules folder. Also going to need a listing of your Override folder. You have two options. You can do it manually by opening a cmd terminal in that folder and using dir /b /s > dir.txt or use the download the attached batch file, put it in your Override, then double click it. Either way, attach the dir.txt file when done. Dump_File_List.bat
  12. First of all, change that mod list to text links, not embeds. You'll get a prompt when you paste a link to embed it or not. It's obnoxiously large currently. Hard crashes are typically a sign of the game trying to spawn missing content, usually creatures/NPCs via an appearance.2da row to that points to a model that does not exist. Unfortunately, KOTOR doesn't provide any useful logs to help pinpoint this kind of thing. But if you're crashing at the same spot, it's presumably a creature model that the game is trying to render that doesn't exist. Attach the appearance.2da file from your Override folder. Just so you know, there's no such concept as PAL for PC. That's a TV standard (50Hz display vs NTSC 60Hz) and only applies to console.
  13. I've added it to the K2CP to-do list, so I'll dump it on @JCarter426 to manage the testing.
  14. It's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
  15. I don't think that's a "takedown", just the unwritten limitation on attachment lifetime. I have noted a few examples of older threads where attachments no longer exist. If you want to host a mod here, actually submit it properly as a mod. If you plan on simply dumping an attachment in a post, all bets are off.