DarthParametric

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File Comments posted by DarthParametric


  1. Oh wait, the Revelation cutscene. That uses its own layout, M44AD, but shares the M44ad_01x and m44ad_01a room models with the ending layout (stunt_unktemp). So it's getting the edited room models with the door blockers but not the GIT changes to add the actual doors. Whoops. Not sure how I missed that. Guess I need to fix that for both this and K1CP.


  2. 12 minutes ago, turtleonmars said:

    Could you also confirm if "Movie-Style Final Planet Holograms" is your "Movie-Style Rakatan Holograms" mod?

    No idea. I certainly never released anything under that name. But I have no association with the list. I have no idea what's in it, or if they are repacking people's stuff and renaming it without permission. Pretty much everything I have released is here on DS, aside from a couple of odds and sods on Nexus and Github.


  3. The link still works fine: https://darthparametric.com/files/kotor/k1/[K1]_DJC_v1.2_R-KOTOR_BUILD.7z

    There was never any difference in the content, it was just the "spoiler free" version that had minimal info in the readme. But if you saw the pictures in this thread then you're already seen the spoilers anyway. It is, however, several versions out of date, since I washed my hands of the whole /r/kotor bunch and their list several years ago. The current version is 1.2.4, which you should just download from here on DS.

  4. Revenge of Revan

       1,474    25

    34 minutes ago, JasonRyder said:

    I noticed there's four columns behind the KOTOR logo

    You're looking at the positive space. The III is the negative space (the cutouts).

    • Light Side Points 1

  5. 46 minutes ago, Synchro said:

    graphics drivers on Linux are a bit different when it comes to enforcing OpenGL standards

    It's unlikely it has anything to do with OpenGL or GPU drivers. It's more likely to be something in the model that is not adhering exactly to the format when exported by KMax and compiled by MDLEdit/MDLOps. For whatever reason it doesn't trip up the Windows version. You'd probably need to attach a debugger and step through the game process to the point of the crash to find what the root cause is exactly.

    Btw, it would be useful if you could try the MDL/MDX/WOK sets for each room one at a time to see whether it's one or both of them that causes the crash. Might help narrow down the problem.

    46 minutes ago, Synchro said:

    STUNT_34.rim

    K1CP replaces one of the models there to fix some visibility issues, so that would be the cause of that one presumably (since it was from me via KMax/MDLEdit again). I guess I'll need to re-export all the models for the next release.

  6. KOTOR 1 Community Patch

       223,465    283

    The mobile versions are not an "officially" supported platform for the mod. The mod is developed for - and only tested on - the Windows version. An Android-specific version would require a dedicated contributor that could ascertain, create, and test the required changes. The likelihood of that happening seems low given that nobody (that I am aware of) has volunteered to do so during the better part of a decade that the mod has been around for. 

    • Like 1

  7. 1 hour ago, SpyBionicN7 said:

    part of the community patch

    No, there will never be Iriaz in K1CP. It's not a content restoration mod.

    Besides, doesn't the K1R installer already offer Iriaz as a standalone option? Although presumably it would need to edit OnEnters and thus be a hard incompatibility with K1CP.

  8. KOTOR 1 Community Patch

       223,465    283

    We'll need to wait for the authors of HP to chime in on the technical side of things, but it looks like you're trying to reinstall it over a previous installation. Don't ever do that. K1CP needs to be done over a clean, unmolested copy of the game.


  9. 20 minutes ago, Leilukin said:

    This was the first time I ever heard of a "Names Differ" error with any KotOR game or mods

    It's just an incorrect OdysseyBase name in a model (i.e. someone renamed a vanilla model). It has been an issue in TSLRCM for years with the Jedi Master robes model, for example, although maybe they have fixed that by now (K2CP should fix it if not). It's not ideal, but it shouldn't cause a crash.

  10. Heart of Beskar

       725    26

    11 minutes ago, MotleyNerd said:

    I have another mod it does that with, too

    It's a problem with HoloPatcher being falsely flagged as malicious. MS Defender and some other AV packages will tend to do this. You can try swapping the HP exe for a more recent one, but for now it continues to be a crap shoot because of the way packaged Python installers trigger AV heuristics. There's no real long term solution to prevent this currently.


  11. I want to do it for my Taris mod at some point, since I really noticed it last time I was looking at it. I have plenty of other stuff on my plate though, so it won't be for a while. But I'll release it as a modder's resource when I do (as I mentioned above). Maybe you can contribute your anims?

    • Like 1

  12. You might want to consider adding my "crispy" variant underwear textures (or just the entire models) that I originally made for my Jedi Captives on the Star Forge mod and recently added to my Wounded Soldiers on Taris mod. They are basically just redos of the vanilla Mullet Man "Jedi Fuel" textures from the final level of the Star Forge. I was going to package them up as a modder's resource anyway (I originally planned to make the placeable versions such, back before the K1 placeables.2da row limit was discovered).

    I also added some new bubble VFX to my room model tanks. You might want to consider stealing those too. Those were just modified VFX from the underwater suit.