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DarthParametric last won the day on February 12

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About DarthParametric

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

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  1. DarthParametric

    [K1/TSL] BlasTech E-11 Blaster Rifle

    I was still in the transitional phase back then, moonlighting here while riding out the final days of LucasForums. In hindsight, yeah, probably should have released it here (and the HK mods), but I'm not big on hosting a file in multiple places, and I don't like pulling something from a site once it has been uploaded.
  2. DarthParametric

    Fixed Hologram Models and Admiralty Redux for TSLRCM

    Never seen it. Something a mod adds? Regardless, there's no proper fix to be had for a PC, because you can't make them full body. It would be possible to improve the heads, but I have no intention of editing every player head in the game.
  3. DarthParametric

    Kainzor's Tinkerings

    As I said in a previous post, this approach is only for patching files in the MOD, not inserting files. The current version of TSLPatcher can't handle that. If you are only changing or adding entries to existing files, you shouldn't need a copy in the tslpatchdata folder anyway. That's only for new files, or ones that have deleted nodes and thus need to outright replace the originals. In those cases you'll want to revert to the usual approach.
  4. DarthParametric

    Changing Sounds for Aliens During Dialogue in K2

    An ERF is an archive (the same as RIMs and MODs). The DLG files are inside it. Extract the DLG you need via KOTOR Tool.
  5. DarthParametric

    Kainzor's Tinkerings

    Yep, looks correct. Using the module name is a nice touch - helps keep things organised. I'll probably steal that idea the next time I need a setup like that.
  6. DarthParametric

    TOR Ports: Pureblood Sith Male Player Head for TSL

    Your problem is likely due to using other Workshop mods that add 2DAs. I would guess you have another head mod from there that adds a portraits.2da.
  7. DarthParametric

    Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)

    The mod doesn't touch either Bastila or Malak. There are three possible scenarios: You installed another mod that screwed up the Star Forge modules You installed another mod that screwed up appearance.2da You did something yourself that screwed up one or both You can try taking sta_m45aa.mod and sta_m45ab.mod out of the Modules and putting them somewhere else outside the game folder temporarily, then load a save before arriving on the Star Forge. If the appearances are still screwed up then it is an appearance.2da problem. If not, something happened to the modules. In either case, you don't list what mods you have installed, the order you installed them in, or provide any installation logs, so it's impossible to diagnose the root cause.
  8. DarthParametric

    KOTOR 1 Community Patch

    More specifically, you can get a quick overview of what has already been added in v1.8 in the changelog and see the progress of what we are currently working on in the issue tracker.
  9. DarthParametric

    Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)

    No it doesn't. That would be user error.
  10. DarthParametric

    Signs for Tatooine Enterable Buildings

    It's on the backburner for the moment while I deal with other things. I'll get back to it at some point.
  11. DarthParametric

    TOR Port request - Eradicator Armor

    With the mask is probably a package deal if you want the hood, as it would need to be a disguise for that work. Otherwise it's both sans mask and hood.
  12. DarthParametric

    [KotOR] Restore Sewer Door in Undercity

    I can see six door hooks in the module. Three of them would appear to be the sewer entrances (one of which, door_07, is listed as static in the GIT), then one for the gate to the infected compound in the village (door_05), and two for the elevator (door_04 outer, door_09 inner, which is static). I can't see one for the village main gate however, yet that has an entry in the GIT. The north door hook is door_08, but that has no entry in the GIT. If you look in the module's RIM, there are seven door UTDs. One is unused in the GIT, however this is a static door. So it seems to me that you'd need to add a new UTD that duplicates sw_door_taris004.utd with a new ResRef and Tag (you could presumably repurpose sw_door_taris005.utd for this, since it appears unused). You'd then have to duplicate the GIT entry for the south door, which points to TemplateResRef sw_door_taris004, and change the co-ords to that of the door_08 hook, and point it to your new UTD. This would require a save before entering the module for the first time. This is probably something that can be added to the K1 Community Patch in the next update. Edit: I just realised there is a transition zone in front on the north entrance, so even if you add a door you can't actually get close enough to open it before being transitioned to the next level. So that would need adjusting as well. Edit 2: So on further inspection I discovered that even with the transition cleared, the walkmesh is also blocking access to the doorway, so that needs editing as well. I've put it all together if you want to try it out. Put the MOD in the Modules folder and the WOK in the Override folder. It will require a save before entering the Undercity for the first time. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Undercity_Sewer_Access_North_Door.7z
  13. DarthParametric

    [KotOR] Restore Sewer Door in Undercity

    What's the specific location? Do you have a screenshot of the map? What is required to add a door depends on whether the module is already set up to have one there, or whether a hook needs to be added.
  14. DarthParametric

    [KotOR] Using a head model/texture

    If you are getting errors, you didn't change all of the instances of the Base name. Seeing as MDLEdit does actually allow you to edit the Base name, as @ebmar pointed out above (contrary to what I thought), then I would suggest you stick with using that. You're probably less likely to get yourself in trouble.
  15. DarthParametric

    Aspyr's Steam Issues

    There are plenty of threads on the Steam forums detailing the issues. If any intrepid soul wants to start collating such a list, this is probably a good place to start.