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Posts posted by DarthParametric
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Attach that Tatooine save so I can test it on my end.
What graphics card do you have?
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On 9/3/2025 at 8:54 AM, Dark Hope said:I saw a tail sticking out
The hood could be edited to push it further back. I'll have a look at it when I get the chance.
On 9/3/2025 at 8:54 AM, Dark Hope said:It looks like "blending punchthrough" by default causes this effect.
Really? A couple of vanilla player heads use the same semantic. I did a quick test starting a new game with it and it worked fine. Without it, there were blending errors when the eyelashes overlapped the light panel on the wall in the background when talking to Trask. Try this - KFHC05.txi
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4 hours ago, vurt said:it was 2 days of converting for nothing 😕
TGA2TPC is finnicky. The last release version has some bugs with non-square/non-power of 2 textures breaking. Especially animated textures.
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Presumably alpha channel masks for envmaps, like Sith troopers or Mandos, for example. Or the Hawk, both exterior and interior, amongst many others.
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8 minutes ago, vurt said:Wasn't expecting converting to tpc to be so slow
You're using ndix UR's TGA2TPC? I recall it had a memory leak at one point, not sure if that got fixed. Might want to try it in smaller batches and then close and reopen it. Alternatively, it's possible pyKotor might let you batch convert, not sure.
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Isn't his "state of the art security system" a glorified electric fence?
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11 hours ago, Erdan5 said:is it true that you can't control the "fadeout" effect in a cutscene in KOTOR and that it happens at random?
No, that is literally the opposite. Fadeout on object destruction is the default. You have to manually specify for fade to be disabled. Whether your video card can render it properly is perhaps another issue entirely, but unrelated to what the game is actually doing.
11 hours ago, Erdan5 said:in some videos, he falls down a different angle and different position than usual.
Unless you use a stunt animation, the rotation of the die/dead animations are going to vary based on the creature's starting rotation. I would assume he is jumped to a waypoint for the final death shot, but that can still be a little inconsistent in terms of facing due to the way conversations work. So yes, it's probably going to vary a little, but it shouldn't do so in a significant manner. Especially since they are probably using static cameras which have a fixed position, so he needs to stay in the same spot to remain framed. That said, it's possible that TSLRCM changed things with the scene composition that might be a factor. I'm not sure.
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7 minutes ago, Mephiles550 said:Kotor loves Nvidia
It's more a case of ATI/AMD driver support for OpenGL being (still) trash whereas nVidia's support for it is competent.
11 minutes ago, Mephiles550 said:Maybe TSLRCM fixed this issue on PC?
The script in question chokes DeNCS so I only have bytecode, but it's worth noting that both the vanilla and TSLRCM versions are set to use fade out in both of the DestroyObject calls the script makes. So whatever TSLRCM changed, it wasn't that apparently.
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4 hours ago, Erdan5 said:How does the script "decide" fadeout or not?
It's a variable in the function:
void DestroyObject(object oDestroy, float fDelay=0.0f, int bNoFade = FALSE, float fDelayUntilFade = 0.0f);
It is set to fade by default, so you have to manually specify no fade.
4 hours ago, Erdan5 said:Why did the script change?
There have been multiple iterations/revisions of that sequence in TSLRCM over the years. It's also possible some other mod edited it. I couldn't say, since I don't have any interest in TSL so don't pay attention to stuff going on with it.
Check your Override folder for a script named a_end.ncs and find the Modules folder and attach 852nih.mod here so I can look at it.
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Probably a script change that didn't specify fadeout on object destruction.
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Create a TXI for the face texture and the DS transitions containing the following:
blending punchthrough
I'm not sure that will fix it, but it's worth a shot.
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On 8/30/2025 at 2:39 AM, Dark Hope said:You understood the problem correctly.
Does that only happen in the revelation cutscene? Or any cutscene/conversation?
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36 minutes ago, Snigaroo said:I'm just not sure how that would play with onenter scripts and the like, which is why I mentioned compatibility.
It would have no effect on an OnEnter or other module entry behaviour. The reason it exists is possibly a holdover from NWN, not sure. But in principle there's no real danger in initiating a module transition with the party scattered across the map. Although you'd probably want a safety CancelCombat on the party first just in case one of them is off somewhere fighting mooks by themselves.
36 minutes ago, Snigaroo said:I know LDR uses interactable transitions to switch between modules in Crashed Republic Cruiser.
Well that's an entirely different kettle of fish. That's a manually initiated scripted transition, not a specialised trigger that has a hardcoded distance check. If someone wants to add elevator buttons in modules where that's appropriate then you could use that approach, but it's not going to work for cases where you are supposedly just walking through a door or along a pathway, like say most of Manaan or the Dantooine plains. I suppose you could replace all the existing transition zones with regular triggers with a simple scripted transition, but you'd be editing multiple structs in every GIT in the game. Talk to JC, maybe he can come up with a way to automate that sort of hackery with a custom program.
Just a note though that going that route may have wonky behaviour. I know when I used such a trick in K1CP to handle preventing transition to the Hawk during fights with Xor that the usual transition fadeout broke and needed a dummy DLG with a scripted fadeout to mask it.
36 minutes ago, Snigaroo said:I wasn't aware that K1CP was addressing geometry issues first-party.
If I find it interesting enough. Usually it goes hand-in-hand with lightmap adjustments.
36 minutes ago, Snigaroo said:I just confirmed the issue myself during my test
The door should have a key added by K1CP I believe (vanilla behaviour is locked with a DC100 check). The issue is that the vanilla OnFailToOpen script only checks for at least one instance of the Sith armour. It just needs an update to check for two/droids like the edited guard script.
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57 minutes ago, Dark Hope said:Texture behaves incorrectly in cut scene
Define "behaves incorrectly".
Edit: I can't really make out anything in that screenshot. Is it alpha blending that's the issue?
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On 5/11/2023 at 9:05 AM, Snigaroo said:Carth and the Player Both Require Sith Uniforms
[....]
Parametric made a mod for this a while back, though it was never uploaded on Deadlystream.
Is that relevant? It's on Github.
On 5/11/2023 at 9:05 AM, Snigaroo said:you can simply walk past him and interact with the elevator anyway
That shouldn't be the case from what I recall, since the door should be locked and signal the trooper to initiate a conversation if you try to open it. If it is broken then nobody bothered to tell me about it. But there's nothing stopping someone from using that mod as a basis to make a "proper" version if it's required.
On 5/11/2023 at 9:05 AM, Snigaroo said:There's a gap in door geometry leading into the Manaan Sith embassy at the top of the door (you can see into the interior of the elevator while the door is closed). Also a small gap to the bottom left and right side of the door at the base of the walls where you can see water moving beneath, if standing at the embassy desk.
It would be useful if people would create an issue for this type of thing on the K1CP repo.
On 5/11/2023 at 9:05 AM, Snigaroo said:Comprehensive Melee Model/Texture Improvement
On 5/11/2023 at 9:05 AM, Snigaroo said:Swoop Racing GUI Fix
I did a basic fix of that ages ago that just duplicated the vanilla GUI image. Functional, but not particularly pretty.
However, now that Tyvokka has declared open season on porting, we can just steal the texture Aspyr made for the Switch version and use that instead:
On 5/11/2023 at 9:05 AM, Snigaroo said:In its most recent release, the K1CP altered the star map animation on each world to be a static ingame cutscene which the player cannot move around during.
Because you idiots insist on breaking things. Stop breaking things and you won't need to be protected from yourselves.
On 5/11/2023 at 9:05 AM, Snigaroo said:No, I Don't Want to Gather My Party Before Venturing Forth
Pretty sure this is hardcoded.
.text:0058C31A .text:0058C31A loc_58C31A: ; CODE XREF: sub_58B850+9DA↑j .text:0058C31A push offset aKTrgTransfail ; "k_trg_transfail" .text:0058C31F lea ecx, [esp+54h+var_40] .text:0058C323 call sub_5E5A90 .text:0058C328 mov ebp, [ebp+4] .text:0058C32B mov ecx, dword_7A3A00 .text:0058C331 push 1 .text:0058C333 push ebp .text:0058C334 lea edx, [esp+58h+var_40] .text:0058C338 push edx .text:0058C339 mov [esp+5Ch+var_4], 7 .text:0058C341 call sub_5D0FC0 .text:0058C346 lea ecx, [esp+50h+var_40] ; void * .text:0058C34A mov [esp+50h+var_4], 0FFFFFFFFh .text:0058C352 call sub_5E5C20 .text:0058C357 jmp def_58BBAC ; jumptable 0058BBAC default case, cases 1,3,5,6,8,9,12-23,25,27,31-33
So I don't think you can stop the check. What you could do though is edit the fail script to jump the party members to you. I have an armband that does the same thing, so you could just use that code.
On 5/11/2023 at 9:05 AM, Snigaroo said:Malak Knows What's Coming
Malak wants you pursuing the maps. He's after Bastila, so it's to his benefit that you keep doing what you're doing relatively unhindered. He has dismissed you as a threat because he doesn't think regaining your memories will do anything. He tells you as much on the Star Forge. You're a shell of your former self, he's risen above you, blah, blah, blah. Even though by that point after you've plowed through a station full of his mooks he should probably be starting to think "Wait a minute....". And to be fair, it does pretty much go exactly to plan up to the point of the Leviathan.
On 5/11/2023 at 9:05 AM, Snigaroo said:Ajuur Medical Supplies Respawn
The vanilla functionality is to spawn a medpac if you lose and the container is empty:
void AddMedPac() { object oMeds = GetObjectByTag("tar02_firstaid", 0); if (!GetIsObjectValid(GetItemPossessedBy(oMeds, "g_i_medeqpmnt01")) && GetGlobalBoolean("Tar_DuelLost")) { CreateItemOnObject("g_i_medeqpmnt01", oMeds, 1); } }
You could just remove the global check for having lost if you want it to always spawn. K1CP doesn't edit that script, but my duel ring mod does, so that would need a compatibility patch. Or it could be added as a standalone script elsewhere to sidestep that.
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13 hours ago, Dark Hope said:But the problem with the eyelashes
What's the problem?
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No, nothing further at this time. The lip sync is still off and there's no solution for the black mist overlay VFX in a realtime cutscene. Although the latter could be solved by keeping it a pre-rendered movie, just creating a new higher res one.
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Yeah, the revelation scene is bad for big hair. K1CP does adjust the hood to fit vanilla hair though. You should try downloading the MDL and MDX and testing them out.
Anyway @WhiteSaber, the mystery has been solved. It's a one-off, so no soup for you.
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Huh. Well of all possibilities, that wasn't on my bingo card.
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9 hours ago, StellarExile said:I believe it is a reskin of one of DP’s TOR heads
Doesn't look like it. As far as I can recall, the only human heads I ported were for Kira (doubles as the TOR Jedi Exile with different hair) and Jaesa, and that's not either of them. Doesn't appear to be any of the vanilla K1 or TSL heads though. The hair definitely has that chunky TOR look to it, but having a quick browse through the TOR Community character creator tool I couldn't see it. However, if you look at what I assume is Canderous on the left, you can see he has rounded ears. That's a dead giveaway that it's not a vanilla head, since those all have blocky rectangular ears. My guess is that this is from some sort of "high poly" head mod. Doesn't appear to be a mod that's hosted either here or Nexus that I can see from a quick search though.
@Dark Hope: Where does that female head model come from?
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1 hour ago, PoopaPapaPalpatine said:is it at all possible to do some of the cutscenes involving the characters in-game?
Possible, yes. Entirely practical in some cases where stunt animations exist (e.g. Malak/Revan Dantooine star map cutscene, Kreia/Sion/Nihilus betrayal cutscene, etc.). Not particularly feasible in cases with custom animations where no equivalent stunt animations exist in the game files and/or scenes featuring certain types of impractical/impossible to replicate VFX (e.g. Bastila vs Revan fight dream sequences on both counts).
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The first step is to attach your model files.
Also note that player head models rely on the textures being specified in heads.2da in order to make use of Dark Side transitions, which overrides any texture defined in the model itself.
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Disable movies. If it doesn't happen after that then make sure your exe is widescreen patched and additionally edited to render movies at your display res. Re-enable movies and see what happens. What you do next depends on what you have installed. If you have upscaled movies, delete them and restore the originals. If it still happens after that then - assuming you're running Windows - you can try right clicking on the exe, going to the Compatibility tab, setting it to run in Win 7 compatibility mode and ticking the Disable full-screen optimisations option. It it still crashes after that, you can try driver lottery. Keep rolling back until you get a winner.
Your final alternative is to just permanently disable movies. Or, if you have an AMD card, then buy an nVidia card.
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SWTOR Icons Modder's Resource
This is a dump of various icons from The Old Republic, converted to PNGs for ease of use. The full dump is the 315MB archive which are untouched besides the format conversion, while the smaller 58MB archive is a subset of ones I considered useful/interesting and ran through an upscaler to resize and clean them up a little. I extracted these a while back, so it's not completely up to date with the latest version of the game.
Use how you see fit, since they don't belong to me. But credit Bioware/Broadsword/EA as the original source.
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Submitter
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Submitted07/09/2025
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Category
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Looking for this female character
in General Kotor/TSL Modding
Posted
A 1060 should be fine.
Are you on Windows 10 or 11? If so, you can try this. Go here - https://github.com/mmozeiko/build-mesa/releases/latest - and download either mesa-d3d12-x64-xxxx or mesa-d3d12-x86-xxxx, depending on whether you have x64 Windows or not. Open the archive and extract opengl32.dll and put it in the game's folder next to swkotor.exe. This is a wrapper that will run the game in DirectX 12 instead of OpenGL. Might help with certain issues. Alternatively, there's also mesa-zink-x64-xxx/-x86-xxx that is a wrapper for Vulkan instead. They aren't compatible with GLIntercept or anything else that also hijacks the same DLL.