DarthParametric

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DarthParametric last won the day on December 16

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3,920 The Chosen One

About DarthParametric

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

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  1. Seems like your 2DA was borked by a mod that was poorly implemented. The vast majority of rows should be DEFAULT by, well, default. Mostly it's only the droid rows that use CM_Baremetal, aside from a few extras like Mandos, swoop gang members, etc.
  2. You should set it to DEFAULT or ****, not CM_Baremetal.
  3. Most of the combat stuff is probably hardcoded to some degree. It could be possible to edit that via the exe hacking project. Perhaps @Lane could offer some insight as to the practicality. Aside from that, you can pipe messages to the feeback window via script. If you wanted to add additional information, that might be one route, editing the AI scripts.
  4. So this topic came up on the DS Discord's modding channel. Not sure how practical it would be, but I thought I'd run the idea by you. Someone asked about having a walk/run speed penalty being applied based on the type of armour equipped. Since this is controlled via the appearance.2da row's walkdist / rundist / driveanimwalk / driveanimrun values, I figured the only practical route would be some sort of lookup that checks the creature's currently equipped armour class and then dynamically scales those 2DA values according to some tiered list of penalty factors. Presumably you'd need to limit it to just the party to prevent issues with other appearance rows, and exclude Wookiees/droids and certain rows like the space suit/underwater suit disguises. It could also cause problems if it was active during conversations/cutscenes. I'm not sure it actually makes a lot of (or any) sense game-wise, but I found it an interesting mechanical concept nonetheless.
  5. An item property disguise will only work if it is applied to an armour/robe/clothing item in the torso slot that points to the appearance row to replace it with. The only way to do it via an armband would be to create a script that fires EffectDisguise. But it would be quicker and easier for you to just use KSE to edit your save and change the appearance there.
  6. As I said on the DS Discord, it's literally a nothingburger. It's pure concept art at this stage. The developer is a company started by Hudson earlier this year. Come back in 2030 and it might have a release date.
  7. If you post them, I can show you how to manually merge them. Kind of hard for you to learn otherwise.
  8. 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?
  9. 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.
  10. TSLPatcher (and by extension HoloPatcher) doesn't have any provision to merge scripts.
  11. 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.
  12. 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.
  13. 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.
  14. 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.