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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

    DP's Droid Foundry v2.0

    There are still some technical issues that needed to be resolved that were causing crashes during testing. But honestly I kind of lost interest in a public release once TOR ports were allowed. The interesting part for me was modelling them and getting them in-game, and I have already done that. I don't really see the mileage in going to the effort of making a functional version for release when the average slob is just going to assume it was ported directly from TOR. Plus I already have enough on my plate at the moment with other stuff. Maybe I'll get back to it at some point, if the mood strikes me.
  2. DarthParametric

    KOTORmax bug reporting thread

    It's both the **** and the roomcount number. You have to both remove the former and change the latter to get it to successfully import.
  3. DarthParametric

    KOTORmax bug reporting thread

    Got a LYT that causes the script to choke. Seems it absolutely does not like the room count not matching the actual number of room models. #MAXLAYOUT ASCII filedependancy m40ad.max beginlayout roomcount 13 **** 225.0 44.99 0.0 **** 195.0 65.0 0.0 **** 215.0 45.0 0.0 **** 160.0 43.0 0.0 **** 131.0 80.0 0.0 **** 106.0 79.0 0.0 **** 175.0 65.0 0.0 M40ad_25a 300.0 50.0 0.0 **** 160.0 110.0 0.0 M40ad_08d 244.0 44.99 0.0 **** 145.0 65.0 0.0 **** 170.0 110.0 0.0 StuntRoom40d 280.0 50.0 0.0 trackcount 0 obstaclecount 0 doorhookcount 12 M40ad_08a door_17 0 190.45 55.0 3.0 0.707107 0.0 0.0 -0.707106 M40ad_24a door_15 0 151.65 55.0 3.0 -0.707107 0.0 0.0 0.707106 M40ad_20a door_14 0 123.0 75.15 3.0 1.0 0.0 0.0 3.84015e-007 M40ad_21a door_13 0 115.0 61.15 3.0 1.0 0.0 0.0 3.84015e-007 M40ad_28a door_16 0 166.85 55.0 3.0 0.707107 0.0 0.0 -0.707106 M40ad_27a door_21 0 122.5 92.5 3.0 0.0 0.0 0.0 1.0 M40ad_27a door_20 0 126.5 96.5 3.0 0.707106 0.0 0.0 0.707107 M40ad_27a door_22 0 184.5 79.5 3.0 -1.0 0.0 0.0 0.0 M40ad_27a door_23 0 184.5 63.3 3.0 -1.0 0.0 0.0 0.0 M40ad_27a door_24 0 184.5 70.5 3.0 -1.0 0.0 0.0 0.0 M40ad_08d door_18 0 249.2 55.0 9.0 0.707107 0.0 0.0 -0.707106 M40ad_07b door_25 0 141.15 55.0 3.0 0.707107 0.0 0.0 -0.707106 donelayout This is stunt_levbridge.lyt, which is obviously just M40AD with most of it removed.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. DarthParametric

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

    No it doesn't. That would be user error.
  13. 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.
  14. 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.
  15. 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