DarthParametric

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3,821 The Chosen One

About DarthParametric

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

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  1. Make her "appear" in what context? As-in she was in stealth on the Leviathan and is invisible in the post-escape scene on the Hawk? That should already be accounted for. Edit: Oh, you don't have K1CP? There is no simple Override dump. That whole module has extensive edits.
  2. If you're talking about a cutscene playing when loading a module, then the two avenues are either the module's OnEnter script (defined in the ARE and/or IFO), or the OnEnter script of a trigger placed over the module's entry point (script defined in the UTT, placement in the GIT). The former is https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/TSLRCM/Modules/907MAL_Malachor_V_Trayus_Core_(cutscene)/k_907_enter.nss which looks like what you want.
  3. Why would you make another separate patch mod? You could have submitted them to K2CP. Hell, you could have just asked to take over management of K2CP.
  4. Oh wait, the Revelation cutscene. That uses its own layout, M44AD, but shares the M44ad_01x and m44ad_01a room models with the ending layout (stunt_unktemp). So it's getting the edited room models with the door blockers but not the GIT changes to add the actual doors. Whoops. Not sure how I missed that. Guess I need to fix that for both this and K1CP.
  5. Sounds like the doors themselves are actually missing and you're seeing the blockers behind them.
  6. No idea. I certainly never released anything under that name. But I have no association with the list. I have no idea what's in it, or if they are repacking people's stuff and renaming it without permission. Pretty much everything I have released is here on DS, aside from a couple of odds and sods on Nexus and Github.
  7. The link still works fine: https://darthparametric.com/files/kotor/k1/[K1]_DJC_v1.2_R-KOTOR_BUILD.7z There was never any difference in the content, it was just the "spoiler free" version that had minimal info in the readme. But if you saw the pictures in this thread then you're already seen the spoilers anyway. It is, however, several versions out of date, since I washed my hands of the whole /r/kotor bunch and their list several years ago. The current version is 1.2.4, which you should just download from here on DS.
  8. 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
  9. It can be disassembled into bytecode though. a_904sion_BYTECODE.nss
  10. 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.
  11. 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.
  12. You're far better off scripting animations rather than trying to use the dialogue animations.
  13. Apparently so. V_FreightL01 is the actual original, which is 1024x1024.
  14. "Extract"? You mean get the name? It's LDA_FreightL01. It also has a normal map, LDA_FreightL01b, but it's unused.
  15. 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.