DarthParametric

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Everything posted by DarthParametric

  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

    DP's Droid Foundry v2.0

    Being a continuation/reboot of a formerly failed endeavour. -------------------- Edit: Now that they have finally broken cover, I can say very special thanks to bead-v for KOTORmax and MDLedit, without which getting these models into the game would not be possible, and ndix UR for TGA2TPC, which allows for the creation of functional tangent space normal maps.
  3. 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.
  4. Version 1.0.0

    195 downloads

    This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  5. 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.
  6. DarthParametric

    [K1/TSL] BlasTech E-11 Blaster Rifle

    This a custom model of the BlasTech E-11 blaster rifle, AKA Stormtrooper blaster, from the original trilogy. This version is based on the Return of the Jedi prop variant. It was made in response to a mod request here. It is available for K1 and TSL on the Nexus: K1 - http://www.nexusmods.com/kotor/mods/70 TSL - http://www.nexusmods.com/kotor2/mods/62 K1 Installation: You have a choice between two versions that will replace existing blaster rifle models in the game and a third unique one that will only be available for the player. Replacing blaster rifle 001 will make it available as a starting weapon for Soldiers, and it is a common loot/store item. Blaster rifle 002 is commonly wielded by Sith troopers, so pick that if you want to see it used against you. Note that these two options are purely cosmetic, they don't affect the base stats of the weapons. The third option comes with a mild base energy damage buff (1D4) and is fully upgradeable (energy cell/scope/beam splitter/trigger). It can only be added via console command or KSE. Extract the archive. The texture is shared between all versions, so copy DP_E-11.dds and DP_E-11.txi to the Override folder. Then choose which option you prefer (you can choose all 3 if you want) and also add those files to the Override folder. In order to obtain the 3rd option in-game you must manually add it to your inventory via a console command or KSE. The item ID is g_w_blstrrfl083. To uninstall, simply remove the files from your Override folder. Note that for the third option you should first remove any that are equipped or in your inventory beforehand, or you will encounter errors. Note: The way upgrades work in K1 requires that bonus properties be manually set for each upgrade type (rather than being predefined by the game like in TSL). I was unsure what to add without going overboard. The current bonuses are as follows: Improved Energy Cell: Adds 1D4 ion damage Scope: Adds +1 attack bonus Beam Splitter: Adds massive criticals, 1D4 Hair Trigger: Adds on hit chance of stun, 25% for 3 rounds, DC14 I'm open to suggestions on improvements/alternatives. TSL Installation: You have a choice of three options. The first two versions that will replace a couple of the existing blaster rifle models in the game that may be wielded by enemies or turn up as loot/store inventory. Note that these two options are purely cosmetic, they don't affect the base stats of the weapons. The third option is an added custom blaster rifle that comes with a mild base energy damage buff (1D4) and is fully upgradeable (scope/chamber/energy cell). It can only be added via console command or KSE. Extract the archive. The texture is shared between all versions, so copy DP_E-11.dds and DP_E-11.txi to the Override folder. Then choose which option you prefer (you can choose all 3 if you want) and also add those files to the Override folder. In order to obtain the 3rd option in-game you must manually add it to your inventory via a console command or KSE. The item ID is w_brifle_83. To uninstall, simply remove the files from your Override folder. Note that for the third option you should first remove any that are equipped or in your inventory beforehand, or you will encounter errors. Bugs/Known Issues (Both Versions): Both games have a lot of problems with hand positions for weapons. Depending on what clothes/armour you are wearing, the hands may or may not be in the right position, potentially causing clipping issues. This is not a problem with the weapons themselves, and there is no fix possible on the weapon side of things. Changing it to suit one body model would just result in more errors for other body models. In short, your character (or NPCs) may not hold the weapon properly or their hands may clip through it. You'll have to live with it. P.S. I would have liked to have posted more in-game pics, but getting even those few was a serious pain in the ass. Both games seem to be borderline unplayable for me these days with crashes and freezes.
  7. 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.
  8. I always get lost running Anchorhead, so I decided to try adding some signs to the buildings you can enter to make them easier to spot. I'm not much chop with sign designs though, so I am looking for someone to give me a hand with some better ones. Here's what I have so far: And here is a better look at the individual designs: The cantina sign is taken from the vanilla texture LTS_signs, and the sign frame is vanilla as well. The others use a sign frame from TOR, with the textures being various mishmashes of TOR textures. Although the Czerka one is just something I slapped together myself, and the swoop was taken from one of the vanilla loading screens. I've attached some templates if anyone wants to have a crack. Sign_Templates.7z
  9. DarthParametric

    Dantooine Jedi Enclave Landscaping

    I've been spending a bit of time in K1's Jedi Enclave of late. Running back and forth around the landing pad and inner courtyard reminded me of how much I hated those empty troughs, and how much better TSL's overgrown ponds looked by comparison. I figured I'd try and spruce up the K1 version a bit to create a bit more visual continuity between the two games. I've got some basic ponds set up: But I'm not super happy how they turned out. I'm going to redo the water lilies, taking a different approach (the way I did it seemed like a good idea at the time, but was kind of stupid). I need to darken the water texture a tad, and tone down the UV jitter. It's a bit too animated at the moment for what should be fairly still water. After that I figured I'd add a few vertical elements. Some reeds, maybe some water lily flowers. Possibly some water fountain VFX? Once the ponds are done, I thought a little bit of extra shrubbery here and there wouldn't go astray. I'm open to suggestions for other improvements.
  10. 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.
  11. Version 1.61

    1,938 downloads

    This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself. Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct. N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game. Specific Changes: Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues: There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility: I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. Acknowledgements: Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. Version 1.0.0

    311 downloads

    This mod changes the Dark Jedi appearance (male and female) from a skin tight jumpsuit to the TSL Knight robes (ported to K1 by JCarter). The hood and head of the original models have been retained, with the hood being worked into the torso mesh to make it a more natural looking extension of the cloak. Two extra masked head variants have also been added, ported from the TSL Dark Jedi/Assassins. The Dark Jedi you encounter throughout the game have had their appearances diversified between these three versions, along with swapping a few genders here and there. Additionally, the three Dark Jedi masters on the Star Forge have been given unique appearances. This mod takes advantage of the port of TSL’s robes added by @JCarter426’s mod “JC's Fashion Line I: Cloaked Jedi Robes for K1”. As such, that mod is a prerequisite. You must at the very least install the supermodels from JC's mod (S_FemaleXX/S_MaleXX), as this mod will not function correctly without those. Compatibility: As mentioned, the mod relies on JC's robes mod. As such, any other mod that alters the supermodels will not be compatible unless based on his supermodels. The mod changes the base vanilla appearances of the four male and one female Dark Jedi. It will not be compatible with any mods that alter those. The mod makes extensive module changes. Make sure that any mods that brute force MOD file installs, like NPC Overhaul or K1R, are installed first. Acknowledgements: Thanks to @JCarter426 for making the modder's resource used to make these robes available, for helping out with script edits for the Star Forge Deck 2/3 modules to diversify the random spawns, and tracking down the obscure spawn origin of one particular group Thanks to @Fair Strides for the edited version of TSLPatcher capable of handling duplicate filenames Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to @Darth_Sapiens for the Cubemap Pack modder's resource Masks for two of the Masters on the Star Forge ported from The Old Republic MMO Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script
  18. 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.
  19. DarthParametric

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

    No it doesn't. That would be user error.
  20. 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.
  21. 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.
  22. 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
  23. DarthParametric

    [KotOR] Restore Sewer Door in Undercity

    What's the specific location? Do you have a screenshot of the map? What is required to add a door depends on whether the module is already set up to have one there, or whether a hook needs to be added.
  24. DarthParametric

    [KotOR] Using a head model/texture

    If you are getting errors, you didn't change all of the instances of the Base name. Seeing as MDLEdit does actually allow you to edit the Base name, as @ebmar pointed out above (contrary to what I thought), then I would suggest you stick with using that. You're probably less likely to get yourself in trouble.
  25. DarthParametric

    Aspyr's Steam Issues

    There are plenty of threads on the Steam forums detailing the issues. If any intrepid soul wants to start collating such a list, this is probably a good place to start.