DarthParametric

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Everything posted by DarthParametric

  1. Nothing obvious springs out. Attach your placeables.2da as well, and kas_m22ab.mod from your Modules folder. Also going to need a listing of your Override folder. You have two options. You can do it manually by opening a cmd terminal in that folder and using dir /b /s > dir.txt or use the download the attached batch file, put it in your Override, then double click it. Either way, attach the dir.txt file when done. Dump_File_List.bat
  2. First of all, change that mod list to text links, not embeds. You'll get a prompt when you paste a link to embed it or not. It's obnoxiously large currently. Hard crashes are typically a sign of the game trying to spawn missing content, usually creatures/NPCs via an appearance.2da row to that points to a model that does not exist. Unfortunately, KOTOR doesn't provide any useful logs to help pinpoint this kind of thing. But if you're crashing at the same spot, it's presumably a creature model that the game is trying to render that doesn't exist. Attach the appearance.2da file from your Override folder. Just so you know, there's no such concept as PAL for PC. That's a TV standard (50Hz display vs NTSC 60Hz) and only applies to console.
  3. I've added it to the K2CP to-do list, so I'll dump it on @JCarter426 to manage the testing.
  4. It's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
  5. I don't think that's a "takedown", just the unwritten limitation on attachment lifetime. I have noted a few examples of older threads where attachments no longer exist. If you want to host a mod here, actually submit it properly as a mod. If you plan on simply dumping an attachment in a post, all bets are off.
  6. The Aurora family of engines (Aurora/Electron, Odyssey, Eclipse/Lycium) share the same limitation of only supporting a maximum of 3 dynamic lights per mesh. Any additional lights beyond that won't be rendered. The issue you are describing sounds like that. There's nothing the mod can do about it, it's an engine limitation.
  7. Looking at J7's mod, it is, as I suspected, a basic Override dump. I'd question why you'd bother adding it to Nemo's corpse when you could just add it via a save editor. Regardless, and as much as I detest lazy Override dumps, here's a similar edit adding the item I posted earlier. Note that this won't work if you load a save already inside the Ruins. If you're already past that point, you'll need to add it via KSE or the console. dan13_nemobody.utp
  8. What you're after is pretty simple. The 01 in the texture name is the texture variant for that item class. In this case, the J model "Revan_Armor" has two vanilla variants, 1 is Revan's Robes and 2 is the Starforge Robes. That leaves 3 to 256 (the maximum ID allowed) free for custom variants. So all you need is to create a custom UTI that uses a custom variation, then rename a texture to match that number. Assuming you just want regular Revan's Robes, you can just duplicate the vanilla UTI (g_a_mstrrobe06) and change a few values (the Tag, the ResRef, and the item variation). Here's one I prepared earlier: g_a_mstrrobe67.uti Put in your Override folder. Take your custom pmbj01.tga and rename it to pmbj67.tga and put it in the Override. Now in order to actually get the item in-game, you have a couple of options. The easiest way is just to cheat it in either via the in-game console or using KSE. If you want something more fancy then what is required will depend on what it is you want to do. I have no idea what the mod is you are referring to, so I can't really advise on the best way to edit it. If it edits the secret compartment though then I assume it alters the inventory of either ebcont001.utp or ebcont002.utp in ebo_m12aa (the main Ebon Hawk module). Since you mention J7, I'm going to assume this mod is ancient and thus could just be a simple hard edit of the UTP as an Override dump. Or it could be the same as module injection, or it could be added via a script. Couldn't say without seeing the mod.
  9. This is why you don't necro half a decade old threads. Source for the vast majority of both game's scripts are available here - https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source And there's now a new alternative to DeNCS that should handle all scripts - https://github.com/OldRepublicDevs/NCSDecomp/releases/latest https://github.com/OldRepublicDevs/NCSDecomp/blob/main/docs/
  10. Blender has built-in GLTF support, so the GLB would be your best bet. Note that the model was textured for a modern PBR rendering pipeline. KOTOR uses an extremely basic Blinn-Phong based renderer, so you'll need to convert the textures to work with that. Fortunately it's an extremely simplistic set of metals for the most part. Unfortunately, KOTOR doesn't support specular, but instead tries to fake it with cubemaps. Getting metal to look good is challenging. One other thing of note is that while KOTOR does support normal maps, its implementation is poor, so detail relying on normal maps won't show up as well. As to the use, you don't need to request permission. It's already licensed for use with attribution. That's the entire point of the license.
  11. Ah, thanks for the tip. Doing a bit of poking around, it seems like Qwen Image Edit might be a better bet, since it appears to be arguably at least as good, but more importantly you can run it locally with a quantised version.
  12. Bit of an off-topic question, unrelated to KOTOR, but does your model handle merging two images? Or img2img to merge/morph aspects of one image into another? I'm playing around with some portraits from another game and I wanted to change one of the full body portraits of a party member in their starting armour to what they wear later in the game. I've looked around a bit and there doesn't seem to be a lot of off-the-shelf stuff for that type of thing outside of prompt-based approaches.
  13. You can try using the Mesa DX12 or Vulkan wrappers available here - https://github.com/mmozeiko/build-mesa/releases/latest Grab mesa-d3d12-x64 for the former or mesa-zink-x64 for the latter. Extract the opengl32.dll from your chosen archive and put it in the game folder (next to the exe). Note that this means it is not compatible with GLIntercept or anything else that does the same sort of DLL hijack, like Reshade, etc.
  14. Based on a quick bit of Googling, sounds like the save format is probably still the same. Your saves should be in Android/data/com.aspyr.swkotor/files/saves apparently. Attach the save you want edited and detail everything you want changed.
  15. Impractical to the point of never eventuating. Especially solo. If you are that keen, there are already a bunch of engine implementation projects you could get involved with. Check out the OpenKotor Discord and talk to the folks there - https://openkotor.com/#projects
  16. 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.
  17. You should set it to DEFAULT or ****, not CM_Baremetal.
  18. 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 feedback window via script. If you wanted to add additional information, that might be one route, editing the AI scripts.
  19. 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.
  20. 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.
  21. 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.
  22. If you post them, I can show you how to manually merge them. Kind of hard for you to learn otherwise.
  23. 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?