DarthParametric

Modders
  • Content Count

    4,678
  • Joined

  • Last visited

  • Days Won

    533

DarthParametric last won the day on July 6

DarthParametric had the most liked content!

Community Reputation

3,858 The Chosen One

About DarthParametric

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

Profile Information

  • Gender
    Male
  • Location
    : Oz

Recent Profile Visitors

152,240 profile views
  1. View File SWTOR Icons Modder's Resource This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source. Submitter DarthParametric Submitted 07/09/2025 Category Modder's Resources  
  2. Version 1.0.0

    22 downloads

    This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game. Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source.
  3. I changed the name of it. I guess the original version was just a straight replacement for the vanilla model. Found the texture, but seems there's no DS transitions. I'm not making an installer or doing any further work on it, so you'll need to figure out the rest yourself. Handmaiden_Head_Atris_Hair_Ponytail.7z
  4. I no longer have any interest in expending effort making TSL mods fit for proper release.
  5. Seems the OdysseyTrimesh modifier had its mat colour overrides set to mid-grey, so that would be why. Try this one:
  6. I really don't understand how the hell you people keep managing to break this scene. Here - Dantooine_Ruins_Star_Map_Trigger_Fix_Save.zip I would hope this also teaches you to actually save your game. Remember the mantra: Save now, save often, and in different slots. They aren't a precious resource you can't expend. At the bare minimum at least make a save at the start of each planet.
  7. As a general rule you do not "uninstall" complex mods. At least when you have installed other mods afterwards. You nuke the entire game installation and reinstall everything from scratch. Without knowing what other mods you might have installed, the only non-nuclear suggestion I have is to create a dummy install of the game somewhere, install K1R onto that, check its Modules folder for lev_m40aa.mod and ebo_m40aa.mod, and copy those to your actual game's Modules folder. Although I don't know if K1R actually edits ebo_m40aa, so that mod may not exist, in which case you can delete the one in your game's Module's folder. Of course if you have installed any other mods that edit either or both of those modules then you'll likely end up breaking something else.
  8. Edit his DLG (man26_echmerc1.dlg) and set k_pman_reprec01 as the script in the exit node (R1). Although that script was intended for a DLG with a different owner. Not sure what happens when you try to grab the nearest object to an NPC with the NPC's own tag. If it doesn't work you'll need to make a custom script, like so: void main() { SignalEvent(OBJECT_SELF, EventUserDefined(10)); } Although possibly it might also need a small delay. Alternatively, the script could go in the EndConversation slot of the root node instead of in the exit node. Check out some other ambient NPCs for how this sort of thing works, like in Taris Upper City.
  9. The related DLG is man26_repneg.dlg and the script responsible is k_pman_reprec01 that fires on R12 (exit node of the initial scene). The source is here: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M26AA_Manaan_Ahto_West_manm26aa/k_pman_reprec01.nss which just signals a UserDefine event to the merc. So you check the merc's UTC and look at his script list to find his UserDefine script, which is k_pman_merc_d, the source for which is here: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M26AA_Manaan_Ahto_West_manm26aa/k_pman_merc_d.nss The event itself is case 10: ActionForceMoveToObject(GetObjectByTag("man28aa_nilko_exit", 0)); ActionDoCommand(DestroyObject(OBJECT_SELF)); SetCommandable(FALSE, OBJECT_SELF); break; This is a pretty standard exit script. It adds a move command and a destroy command to his action stack, and a SetCommandable command immediately. This is why he is non-interactive. If you comment out or delete the SetCommandable (or change it to TRUE) and recompile the script then you'll be able to interrupt him.
  10. No idea, never used it. Install it last if you're unsure.
  11. There's not really any other practical way to do it. At least for something that needs curation like the archway there. If you want to put them on regular trees, you might be able to get away with some sort of cloner that distributes them across the selected meshes. I assume Blender has something like that. Although you may need to duplicate the trees and subdivide them to create enough geo for that to work (that sort of thing usually distributes based on verts or polys). Btw, Odyssey has backface culling, so have you doubled up your planes? I'd also suggest in cases like this that you add some subdivisions and put it in whatever Blender's equivalent of a curve deformer is to add some more natural-looking droop.
  12. If all else fails, attach all your files for someone else to look at on their end. I recall I had a similar issue once in TSL where I tried to edit an existing walkmesh and could not get the room links to work properly afterwards. I can't find the files for it, so I can't check what the resolution was, but I have a sneaking suspicion that I put the walkmesh under the A node. @JCarter426: Do you think you could try searching the Reddit Discord server and check for anything about the Mando camp on Dxun and edits to the shuttle hangar walkmesh? Although even if that does prove to be the case, I would most likely put it down to TSL shenanigans. You shouldn't need to do anything special to get a walkmesh working in K1.
  13. I assume this is what you're talking about? https://deadlystream.com/topic/5632-black-line-in-middle-of-face/ You could try the Humus GLOverride linked in that thread. Alternatively, you could try a wrapper for DirectX 12 or Vulkan (the Zink archive) - https://github.com/mmozeiko/build-mesa/releases/latest
  14. https://deadlystream.com/files/file/2750-swtor-saber-hilt-resource/