DarthParametric

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About DarthParametric

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

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  1. Per @th3w1zard1 , co-author of pyKotor and HoloPatcher: It's a rare unused feature of TSLPatcher that's off by default. HoloPatcher has it enabled. Basically tells you if a mod installs to a module directly (.rim/.erf/.mod) when it'd be 'shadowed' by a higher priority file existing in Override. See: https://github.com/th3w1zard1/PyKotor/wiki/Explanations-on-HoloPatcher-Internal-Logic#the-patch-loop Part of step 5. In other words, a mod has injected a file into a module (MOD), but a file in the Override will supersede it. On an unrelated note, why the hell is your game installed in the Users folder?
  2. Manual merging shouldn't be that arduous. But I can't be assed to dig through the mods in question and find the relevant scripts. Post their source and I'll take a look.
  3. TSLPatcher (and by extension HoloPatcher) doesn't have any provision to merge scripts.
  4. No. It isn't as simple as that. If all you do is edit their inventories, they'll still wear pajammas. Character models are controlled via appearance.2da, which tells the game what model to use for what particular armour class, and what head to use if they have a separate head. If you want variable NPCs (i.e. different heads), you're going to need to create multiple new appearance rows and point their UTCs to them. If you're happy with them all having the same head, you can simply edit the existing male and female row and still have them wear different robes, just like the player would. You just need to change the models specified in the robe column/s (K1 only has one robe column, TSL has 3). You made a reference to my Dark Jedi Wear Robes mod. You should use that as a guide for how to implement what you want. It edits every Dark Jedi in the game. The only difference would be you wouldn't need custom models. The ResRef (i.e. filename) of a UTI is irrelevant. You can literally name it anything you want, as long as it is unique and doesn't exceed 16 characters. The game only uses it to find the asset and load it into memory. After that it is no longer referenced (unless it needs to be loaded again). The contents of the UTI tell the game what it actually is and what it does. That doesn't apply to icons however. They strictly have to follow the nomenclature of their base item class. For clothing, this is of the form ia_cloths_000, using the variation number in the UTI. The variation number (from 1 to 256) is how the game determines what model and icon to use. If you want the item to be unique, you need to use a unique variation number not already used by the game (vanilla or other mods). Anything above 20 should typically be beyond the values used for most vanilla items, but mods could be literally any number in the available range, so that can be a crapshoot if you have a lot of item mods installed.
  5. I was just wondering since I'm sure the question will arise. I'm not sure I'd ever use it myself given I don't "play" the game anyway these days, I just do beta testing for K1CP and the occasional personal mod.
  6. I didn't see in the video, is your implementation fixed at 50, or is it adjustable? For balance reasons, 50 seems like way too high. I think making it 25 is more reasonable. That would let you get several levels of your starting class on Taris but still allow you to get the full 20 levels of Jedi, while not entirely trivialising most of the game.
  7. 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.
  8. 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.
  9. It's a complete alternative, yes.
  10. 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?
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Ah, that's good to hear. Should prove useful when I finally get back around to working on K1CP again.