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DarthParametric last won the day on July 21

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About DarthParametric

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

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  1. Yes, you'd just need to change the relevant values for the model and textures. That's literally what I did here. Copy and pasted one of my existing head mods and edited the ini. Although note that this is for a male player. You'd need a separate version for female heads, since all the body model references and so forth are different. Maybe I should create a Powershell script that can spit out an ini with a few prompted user inputs.
  2. That tutorial was for TSL, not K1. Obsidian added some extra head variations in TSL that aren't in the first game. You shouldn't need to actually touch the model or its texture if you just want Jagi's head. You can just point the 2DAs to the vanilla assets. Although you might want to make a custom portrait. Edit: Had some time so I whipped up a quick and dirty version for you. Creating a custom portrait for it took the most time by far. Note that it just uses the vanilla model, which means no goggle/mask hooks, and the vanilla texture, so no DS transitions. K1_Jagi_Player_Head.7z
  3. KTool is still around and available for download in the Modding Tools section, although it's generally not recommended for use any more. At least when making mods for public release. As far as new heads go, utilising an existing NPC head is about as simple as it gets, since you don't need to touch the model or the texture (unless you want to). It's most editing 2DAs, which are just spreadsheets. Unfortunately DS is pretty lacklustre when it comes to basic tutorials for this kind of thing. But it has come up plenty of times over the years though, so here's some reading material for you: A brief overview of the process that I posted years ago. LucasForums' "New Appearance" tutorial LucasForums' "Heads/Portraits.2da Walkthough" tutorial Regarding Jagi specifically, by default he uses appearance row 191 (Commoner_01_Mal_Black). That points to head 11 (comm_b_m). Have a read through the above links and post if you get stuck or don't understand something. For myself, typically when creating a new head mod I just copy an existing TSLPatcher setup for one of my older head mods and edit the values in the ini to point to the appropriate models and texture names. That saves a lot of the manual 2DA editing effort. So I would suggest downloading some head mods and poking through their files to see how they work.
  4. Depends on what you mean by "random". If you mean "can you create a player-selectable head from pretty much any other head in the game", then yes. If you mean "can you create a mod where the player gets a completely randomly assigned a head when the game starts", then that is complex. Technically, yes, but realistically, no. While theoretically possible via scripting, that essentially creates a disguise which can cause all sorts of dramas when mixed with other disguises like the Sith Trooper armour, the Sandpeople robes, the spacesuit, and underwater suit. Not sure of any existing one that does, but it wouldn't be particularly difficult to do. Although only male bodies exist using the vanilla assets.
  5. The problem is not the changes it is making to the DLGs, it's the fact that it lazily dumps a module DLG in the Override folder. This is not just bad from a mod compatibility standpoint, it's bad from a general game compatibility standpoint. There are three separate modules that have a lev40_carth.dlg file. Dumping one in the Override will replace all of them. Finding out which module it is supposed to be editing and merging the changes into the version in that module's MOD file is the appropriate solution. As far as k_hcar_dialogue.dlg goes, that is Carth's global DLG so that can stay in the Override.
  6. If you want to see something get fixed, you'll need to create a new issue for it on the mod's Github repo. As to actually determining what is going on under the hood, you'd want to edit the scripts to pipe more verbose debug info to the feedback screen.
  7. You can see it's bare hands in the most recent Caucasian variant posted. Although the skin tone doesn't match the head used.
  8. Do not upload assets from mods without the author's permission. The problem is likely the source models were compiled with MDLOps v0.7, which exported non-compliant files. Thus MDLEdit chokes when trying to read them. Try MDLOps v1.02 or, if that fails, a ye olde version of MDLOps.
  9. Or you could just use KSE.
  10. The AV flagging is a false-positive. HoloPatcher (the mod's installer) runs on Python, so some AV sees the way it is packed as some sort of malware. What's the exact error? And what is giving the error? HP itself or something else? If it's from HP, post the log file.
  11. It's a global setting in the options menu, not save-specific. It will apply to a new game unless you disable it.
  12. It does, but it's the one used for the placeable sitters. So it's in the super models, but not accessible via the regular human animset.
  13. I assume you're referring to the "disabled" animation. No, that was only added in TSL. Fortunately though HK uses standard human animation names, so that means you could go with the old standby hack of adding the anim to his model renamed to "dance" or "dance1" (or one of the other anims he doesn't use).
  14. No. Some warnings are expected due to MOD files already existing, but not that many. And errors are always bad. Post your install log.