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3,910 The Chosen OneAbout DarthParametric

- Currently Viewing Deadly Stream
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Dark Lord of the Sith
- Birthday 03/12/1976
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TOR Ports: Pureblood Sith Male Player Head for K1
DarthParametric commented on DarthParametric's file in Mods
Nobody can tell you the row numbers because they will vary depending on how many mods you have that add appearance rows and what order you installed them in. But the vanilla K1 rows go up to 500-ish, so it will be after that. They are clearly labelled. Look for P_MAL_Pureblood_Sith A05_MED and use that row. As to editing NPC appearances in general, changing a UTC won't have any effect in a module you have already saved in (assuming they were already spawned). At that point their appearance is stored in your save and edits to the module creature list are ignored. -
If it messes with timers, then I imagine anything related to OnHeartbeat events for placeables/modules/user defines would experience the sort of issues described.
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It's a complete alternative, yes.
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You can use reone toolkit to generate LIP files - https://deadlystream.com/files/file/1862-reone-toolkit/ There's also pyKotor - https://github.com/th3w1zard1/PyKotor/tree/master/Libraries/PyKotor/src/pykotor/resource/formats/lip - but I don't know if it has any related GUI frontend for it. @th3w1zard1?
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MOD:Revan's Hoodless/Maskless Flowing Robes For K1
DarthParametric replied to DarthParametric's topic in Mod Releases
Other characters are irrelevant. For female PCs, the mod requires custom UTIs for the robes to show up. If you are using the vanilla Star Forge/Revan's Robes UTIs (g_a_mstrrobe06 / 07) then you'll only see the vanilla robe models. Females require a disguise to work properly, as outlined in the description. -
That's just broken normals. If you are importing normals and start deleting geometry, you need to recalculate the normals, not try and keep the original normals.
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- revans robes
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No, because it's a pain in the ass. In order for hoods and heads to work together without animation de-sync, they need to be a single model. That means making them a disguise, and also adding new custom rows for every single player appearance (if you want a generic mod). Way too much effort, and it wouldn't work with third party head mods.
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KOTOR 1 - Modding Loot from Vorn Daasraad
DarthParametric replied to Raven-Fal's topic in General Kotor/TSL Modding
Not until a moderator/admin approves it. Might take a while since most of them are all AWOL. Edit: @Raven-Fal So it has now been approved. Congratulations on the release. Now you need to patch it to implement it properly. Override dumps are lazy and an incompatible way to create mods. You need to create a TSLPatcher setup that will patch the UTC and inject the changes into the module. Your current approach will nuke any changes by other mods that might be doing it properly. And given that both games often use very generic ResRefs that are duplicated across modules, it's possible to end up breaking things in entirely unrelated modules. Probably not in this specific instance, but it's something to be avoided as a general rule. -
Ah, that's good to hear. Should prove useful when I finally get back around to working on K1CP again.
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External logs could be very valuable to modders. Especially when trying to debug particularly troublesome issues (things like Sandpeople reputation shenanigans, flaky OnPerception events, etc.). Probably not so much for your use case though I guess.
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Ah, ok, that tracks more with my expectations after my aforementioned previous discussions on the matter with ndix UR. But if you have enabled some provision for debug messages then that is extremely useful. Traditionally the only option has been using SendMessageToPC to pipe stuff to the Feedback window, which is pretty limiting. Although speaking of which, if you can increase the scrollback buffer of that window, that might be another handy change. On a different note, something else that comes to mind is the debug camera option that they left in the Xbox version but apparently removed entirely for the PC version. If you don't already have access to the Xbox version I can give you the XBE to look at, if that's of use/interest. Maybe there are other goodies in there that are missing from the PC version.
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Ok, so the print string stuff still appears to be functional then? What about external logs? Does it dump any of those? I recall asking ndix UR about it once when he was going through the Apple Store version and he suggested that they probably removed the code for it. There's already an existing exe hack for that - https://deadlystream.com/topic/11814-kotor-1-level-cap-mod-to-level-50/
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Movie-Style Holograms For Twisted Rancor Trio Puzzle
DarthParametric commented on DarthParametric's file in Mods
Yeah I had a look and it seems that I missed that. I thought I had accounted for it but apparently not. Kind of funny that it took someone 5 years to tell me though. There are a couple of possible ways to fix it, each with varying downsides. Probably depends on how many other instances there are of that placeable. -
The problem with the vanilla lightmaps is that they reduced them down to tiny sizes. In some cases a single room might comprise two or three lightmaps each only 64x64. So whatever quality they were in their raw state (probably not that high res to begin with circa a quarter century ago using 3DS Max 8/9 and Photoshop 6/7), once they crunched them down for the shipped version everything got turned into blobs. It's honestly impressive they look as good as they do, all things considered. But they didn't "paint" them. If you look in the vanilla models you'll like see a bunch of empty null/dummy objects with light names. Those were all the fill lights they used originally to bake the lighting. They presumably got converted to nulls by their exporter since they weren't of an appropriate game type. As to vertex painting, no. The engine doesn't support displaying any colour information that way. Not that it would help you for lightmaps anyway.
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Lightmaps are arguably the hardest thing in KOTOR modding, both because of the fiddliness of setting them up and baking them in the first place, but also in trying to match the vanilla artistic lighting intent (assuming you are baking vanilla modules). It's a lot more straightforward in custom modules where you don't have pre-existing restrictions. To the first part, KBlender has made the baking process a hell of a lot better than it used to be in KMax, albeit you have to deal with all of Blender's alien logic for the setup. Since you mentioned UVs, I take it you're not doing this, but it's worth noting that you can't use vanilla lightmap UVs because the bakes will be terrible, even 20 years later at 50+ times the resolution. I gather Bioware baked the maps and then repacked the UVs afterwards for performance reasons on the Xbox, remapping the lightmaps to suit. My experiments with KBlender routinely found issues across UV seams, so my suggestion is to try and keep to contiguous islands as much as the geometry allows. In practice, this means condensing all meshes with shared diffuse textures as much as possible. I'm not sure how you do this in Blender, since I don't use it for modelling. Same with remapping the UVs - no idea how to do it in Blender. To give you an idea of the sort of thing I'm talking about, here's an example from some of my rebake experiments with the "hangar" of the Dantooine enclave. You can see most of the main floor geometry is a single contiguous island to minimise seam artefacts. At the bottom is a comparison of the vanilla maps vs the re-UV'd/rebaked maps.
