DarthParametric

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Everything posted by DarthParametric

  1. It works perfectly fine. All bets are off though if you are using 100 other mods. Take it up with the author of the list.
  2. Yeah, seems to be a problem across the board. Btw, this does not belong in the Releases section. It should be in the Site Feedback section.
  3. K1R is basically a dead mod at this point with no active support. But your problem is unlikely to have anything to do with it anyway, so this is the wrong place to post about it. You can use a script edit to skip the fighter minigame. Download this archive, extract k_ren_levescape.ncs and put it in your Override folder.
  4. Ah, a mistake on my part. The shadow flags were enabled, but the files were ancient and apparently the model classification wasn't set to Character, which caused the shadows not to render. I've changed that and re-exported them. Tested in-game and shadows work as intended now. Attachments don't seem to be working for me at the moment, so you'll have to grab it from here.
  5. He shouldn't be unarmed, he should start equipped with a blaster pistol. Again it sounds like some other mod interfering since that problem has never occurred in testing/development. It's not K1CP's job to fix compatibility issues with other mods.
  6. Yes, another mod has replaced the script that fires at the end of the conversation with Bastila after the fight on the swoop platform, adding back the the movie. Based on the presence of "jc_slavebast" in the script, this is caused by @JCarter426's Slave Bastila for K1 mod.
  7. Your mod list attachment is broken. It's a dead link. I can see that Bastila's conversation with the player after the initial scene with Carth doesn't have the edited StrRef that K1CP makes, indicating interference by another mod. The script that fires between the DLGs is K1CP's though, hence the movie playing. Edit: Actually it's not the hideout module. I forgot that the switch to HoloPatcher meant we just edit the existing StrRef directly now rather than appending a new one. I'll also need tar_m03af.mod from the Modules folder.
  8. It's possible some other mod broke it. List the other mods you have installed and attach tar_m02af.mod from your Modules folder.
  9. So I can confirm that the image data is being stored vertically flipped. Most applications can read the file and show it correctly, but KOTOR can't do that. So a hacky workaround is to add the -flip command to the batch file. That will cause KOTOR to render it correctly, but everything else (like Photoshop, etc.) to show it as vertically flipped. I'm not entirely sure that there's a command to get it to export in a form where everything will render it correctly. It might require hex editing the files afterwards to set the proper flags.
  10. Can you open one of the created TGAs in the OUTPUT folder and take a screenshot? Use Photoshop, Gimp, Paint.NET, etc. Are you using the TGA in the Override, or did you convert it to TPC? Edit: OK so I tested it on my end and it seems it's an issue with how ImageMagick creates its TGAs. It's causing the game to flip them. If you follow the steps above to convert them to TPCs using TGA2TPC, that fixes the problem, since it automatically detects flipped textures. If you do go that route, delete the TGAs/TXIs in your Override after copying the TPCs across. I'll also see if I can figure out the command to get ImageMagick to create the TGAs with the proper orientation.
  11. Looks like you're using one of the original textures from the INPUT folder rather than the combined texture from the OUTPUT folder.
  12. Download the attached 7-zip archive. It contains the freeware ImageMagick program needed to combine the textures, and a batch file to feed it the commands. Extract the archive somewhere (preferably not in Program Files). Download both sets of DH's textures linked above. Extract DH's textures and put them into the INPUT folder. Alternatively, if you want to use the vanilla Scout leg textures or ones from a different mod, put TGA versions of those in the OUTPUT folder. Double-click on Create_Combined_Texture.bat and it will merge the two sets of textures together in the OUTPUT folder. In that folder you'll find the two newly merged TGAs, two TXIs, and a sub-folder with the models. There are two versions of the model, one with the vanilla pouches, one without. Pick whichever version you prefer. Copy and paste the models and textures into your Override folder. However, since the textures are pretty big, I would suggest an additional step to convert the textures from TGAs to TPCs. Download TGA2TPC and extract it somewhere. Double-click tga2tpc.exe to run it. In the row of buttons up the top, click the first one, the folder icon, to set the export folder where the TPCs will be saved. Next click the +TGA button and browse to find both merged textures to load them. On the far right, click the Settings button and select "DXT5 (Alpha)". Now click the Run button. You can copy and paste the two TPCs into your Override. You don't need the TGAs or TXIs. The TPC step is entirely optional though, so I leave the choice up to you. The UVs for the jacket of the pouchless version, especially the female, were pretty wonky, so I fiddled with them to improve them a little. It's still not perfect however, as DH created the Scoundrel texture to fit the vanilla UVs. My pouchless model was a bit of a hack job that resulted in lots of distortion/stretching. I've (hopefully) gotten rid of the worst of it though, and as a bonus the back is no longer mirrored now as well. Scout_Scoundrel_Hybrid_Combine_Textures.7z
  13. Curious. It would probably require investigation into the exe to see what is going on. Alas, @ndix UR who has undertaken such code spelunking in the past isn't around these days.
  14. I'd say the most expedient route would be to use my Scoundrel jacket with Scout legs hybrid mod and then pair it with Dark Hope's Scoundrel retexture that makes it a leather jacket, coupled with her Scout retexture for the legs. However, snce my mod sandwiches both textures together into one, side-by-side, you'd need to manually do that yourself with DH's textures. Alternatively, I can provide a batch file for use with the commandline tool ImageMagick to do it for you. Edit: Here's what it would look like, pouches and no pouches versions: Also if you want it for the Scout then the model will need to be edited, since it's currently set up to replace the Scoundrel.
  15. You could do starting conditional checks for the player having DS powers like choke or lightning so you could just off him directly in dialogue, like Uthar does to Shaardan if you give him a fake sword. Killing him with a weapon could probably also be done directly in the scene, although in my experience that's always a little flaky.
  16. Wouldn't be before that, since it's not something that warrants a hotfix. So no sooner than Xmas 2025 probably, based on the prior release cadence.
  17. This isn't the place to discuss it. But the engine chokes on entity count, not poly count.
  18. I suppose if all else fails you could always make it as a placeable.
  19. So my question is, does that matter? Why do you need them in the A node? The solution in that case was deleting the walkmesh that was floating out in space as I recall. Not sure if that ever got resolved properly, or what happens these days with KBlender.
  20. I believe N-DReW25 caters to your needs with the "Lite NPCs Restored" option - https://deadlystream.com/files/file/2081-unofficial-k1cp-tweak-pack/
  21. Yeah emitters don't need to go under the A node. Although I'm surprised that putting them there kills them. I don't recall encountering that before. Here's an example hierarchy from my edit of the Taris Upper City South med center: The VFX nodes (xxx_Bubbles) are a couple of levels deep, but ultimately under the base not the A node. That said, I know there are vanilla models where emitters are under the A node. Like birds in skyboxes, for example. Try making your test emitters children of a dummy and then make the dummy a child of the A node.
  22. Your mod is fundamentally incompatible with K1CP because you just dump UTCs in the Override. This will break a whole bunch of K1CP changes across the entire game.
  23. Of course. That's the entire reason I provided them. I have no intention of releasing them myself. Edit: @Dark Hope Not sure if this would be of interest to you, but I edited the tank glass UVs so that they no longer require a tiling texture. I've applied a TOR kolto tank glass texture here as an example. I also assigned the top and bottom tank lights a custom texture so that if you want to change it you don't need to replace LTS_light05. Taris Upper City Med Center Tank Glass TOR Texture.mp4
  24. There wasn't a need to update that room model from the previous upload. Same reason I didn't include the console textures.
  25. You can see more of the ESB bacta tank bubble effects in the deleted version of the scene - @Dark Hope: I've decided that I'll update my mod to use the same "crispy" textures that I use in the Star Forge mod, since Zelka says that their injuries were terrible. Here's the revised model with the switched bubble VFX and the switched body/head textures. I've included the PSDs for the body textures so you can make your own damaged versions. Diversified_Wounded_Republic_Soldiers_On_Taris_Consoles_v2.7z