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Posts posted by DarthParametric
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There's something very weird going on. There is no UV data stored in the traditional manner if you load it into Max, but if you it into Blender it appears to show island boundaries that conform to the body shape. Doesn't actually show any UVs though, although I have no idea how to use Blender's UV editor. Whatever you did, you apparently didn't store the UVs in channel 0. Not sure how that would make the mesh invisible though.
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7 hours ago, Letstrit said:
The model in game is transparent, like non-existent, just the head floating.
This is an issue with the model itself, not the UVs. Attach your exported MDL/MDX and source blend file.
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1 hour ago, RLG said:
I just need the res ref for components
Like any other global item, you can check the UTIs in BIFs -> Templates.bif using something like Holocron Toolset or KTool.
Components have the ResRef:
compont_00001
Similarly, chemicals have the ResRef:
chem_00001
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2 hours ago, Quba said:
how hard would it be
Not particularly difficult for the most part, if you know what you're doing, but not the ideal first mod for someone who has no experience. This would require multiple script edits, dialogue creation, cutscene creation, and the ever-thorny issue of dealing with adding/replacing vanilla companion/NPC dialogue.
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You should look at how vanilla faked metal works using envmaps (i.e. cubemaps). Basically you create a mask in the diffuse texture's alpha channel, and then create text file with the same name as the texture and the TXI extension. In that you can add various instructions that tell the engine how to render the associated texture/s. In this case, you'd want something like
envmaptexture CM_Baremetal
If you are converting your diffuse to a TPC, you'd need to convert it again and make sure you tell TGA2TPC to use the TXI. It will then embed the TXI data into the TPC (TGAs use a loose TXI file).
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You're assigning a material in Blender. Odyssey doesn't use materials (except for walkmeshes), it uses direct texture assignment. Select the mesh, go to the Object tab, and in the KOTOR sub-panel look for the "Main Texture" field. Put the texture name in there, like so (vanilla example):
You don't appear to have an icon, which is why KSE is freaking out and it's blank in-game. Icons have to follow a strict naming pattern defined by the item type and referencing the variation number. In this case, your icon needs to be named iw_shortswrd_004. I would suggest using TGA for icons just to stop KSE's errors. Also don't make your icon bigger than 256x256, because KSE doesn't scale them.
Speaking of variation numbers, you're best to use a higher random number beyond the vanilla range. Less chance of a clash with other mods that way. The available range goes up to 256, so I'd use something like, I dunno, 139.
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Very odd. That DLG looks to be untouched and completely fine (the breakout sequence DLG is actually semi-broken). And there's no equivalent DLG in the Override folder. I'll have to check the UTP and see if the reference was changed.
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On 3/29/2026 at 7:40 AM, RevanCordelia said:
I just broke everyone out, went to the elevator and get this Conversation Error saying it's either an End Node or Continuous Node and to contact a designer.
So to confirm, you get this when clicking on the elevator controls? Or is this walking through the hallway?
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Very odd. Have you exported it and tested it in-game to see if it shows up there?
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Doesn't appear that a copy of that DLG is in the Override. I need lev_m40aa.mod from your Modules folder.
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5 hours ago, xaayer said:
between keyframes within an animation
Within the bounds of an actual game animation? Can you post an example?
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9 hours ago, xaayer said:
Are there any resources for animating
There aren't really any animation resources period.
9 hours ago, xaayer said:I've found that some animations have the arms flail wildly between animation keyframes
Random rotations outside individual animation ranges are fine, since you won't see that in-game. At least assuming that this is the kind of thing you're talking about - https://deadlystream.com/topic/5734-kotormax-bug-reporting-thread/#findComment-59689
9 hours ago, xaayer said:@seedhartha I saw in one forum post that you're more the person to ask about Blender and Kotor?
Seedhartha isn't around these days.
9 hours ago, xaayer said:would doing so mess up exporting animations?
As long as you can export pos/rot keyframes in the final model,, you should be fine. That may require baking the animation.
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Well using that many mods, I'm not surprised you have problems. That said, I can't see anything that would obviously conflict. What was your install order? Were there any errors for any mod?
Attach lev_m40aa.mod from your Modules folder. Open a commandline window in your Override folder and run the following:
dir /b /s > override.txt
Alternatively, paste it into a text file, change the extension from .txt to .bat and then double click it, choosing to run it when asked. Either way, attach the resultant override.txt once done.
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It's referenced in the model header. You can see it if you look at the model base in KBlender.
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11 minutes ago, xaayer said:
What if I were to adjust the game's ithorian model to more closely align with the PC?
You can try. Sounds like more trouble than it's worth. Especially since the vanilla Ithorians look like ass anyway.
12 minutes ago, xaayer said:Also which model would be best for looking at player animations?
Player animations are stored in the supermodels. S_Female01 / S_Female02 / S_Female03 / S_Male01 / S_Male02. These are linked in a dependency chain, as follows:
S_Female03 -> S_Female02 -> S_Female01 -> S_Male02 -> S_Male01
Female characters set S_Female03 as their supermodel, as this holds all the female-only animations. Things like walking, running, etc. Male characters set S_Female02 as their supermodel. Everything up the chain from that point is shared, with the male versions of the unique anims held in S_Male01/02. Females don't use those because they pull the S_Female03 versions first.
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A proper playable character needs to use the standard human rig unless you want problems. A KOTOR Ithorian is never going to work because their anatomy with giant gorilla arms is too divergent from the standard biped rig. That's why the their model is classified as a creature rather than an NPC.
However, the body shape of the TOR Ithorian model is a much more of a standard biped, aside from the head, so that would be a more useful starting point:
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2 hours ago, RevanCordelia said:
went to the elevator and get this Conversation Error
The DLG is broken. That happens when you use incompatible mods that edit the same one. List all the mods you have installed.
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You don't put content in MOD files ahead of time. That would defeat the entire point of TSLPatcher. You include a MOD that contains untouched copies of all the files from the target vanilla module RIMs (and for TSL, the DLG ERFs). Then you configure TSLPatcher to only copy the MOD to the modules folder at install time if a copy does not already exist. TSLPatcher will inject any required mod changes/additions into the MOD in the modules folder (new or pre-existing) when the user runs it. It's exactly the same for 2DAs. You include a vanilla copy of the 2DA and have TSLPatcher only copy it to the Override if one doesn't already exist. It will then patch it with your changes.
I would suggest you read the PDF manual that comes with TSLPatcher, available here - https://deadlystream.com/files/file/1039-tsl-patcher-tlked-and-accessories/
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I suspect it's highly unlikely you'll find a save collection that did Manaan last. Trying to merge your globals into a different world state is just going to break things.
If you're completely unwilling to start over, I'd suggest you'd be better off finding either a LS or DS run (to match whatever you did), skipping over Manaan altogether and pick it up from the point of no return after all the maps are done. Don't try to merge in anything, just edit the main character with KSE to change it to whatever yours was.
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The short answer is: you can't. Saves consist of more than just that. Every module you visit has its own separate archive that tracks the changes in the module state like opened doors, looted containers, dead enemies, etc. Without that, the game would think you're entering every module for the very first time.
You have two options. Suck it up and start a fresh playthrough, or look at one of the available save collections to use as a jumping off point and modify with KSE as needed.
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The Lightside ending has a script that equips a standard robe on the player: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/STUNT_57_Stunt_Lehon_Temple_(Light_Side_Ending)/k_donrobe.nss
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51 minutes ago, NiNoStyle said:
I just wanted to achieve a slight displacement of the clothing mesh when moving
Yeah there are no cloth dynamics. They do have what they call danglymeshes, which fake movement by vertex displacement, but it's purely a rendering trick. They use if for minor elements like hair. If you want moving clothing though then you'll need to skin it. Depending on the specifics, you may need to use JC's TSL supermodels mod as a dependency so you could use its larger array of bones and supporting animations.
51 minutes ago, NiNoStyle said:if I add this effect I will lose transparency
Yes. At least tetxure-based alpha transparency. You can use mesh transparency, but that obviously affects the entire mesh, so it's not useful for cutouts like hair planes and the like.
51 minutes ago, NiNoStyle said:I was thinking about something like a crutch with a texture change from PFBC01 to PFBC01A, for example, while putting on a belt and shield... I did the same for the armor, all the armor elements are already present on the model, but the unnecessary elements are transparent
In TSL there's an added script function that lets you switch a creature's appearance, which would make this sort of thing more practical, but still extremely clunky. In K1 there's only the scripted disguise route, which is really not advisable because of potential issues disguises can cause.
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4 hours ago, NiNoStyle said:
how reflections work
There are no reflections. There's not even any specular. Just cubemaps, which the game refers to as environment maps or envmaps for short. You create a mask in the alpha channel of the diffuse map which defines what parts of the texture the envmap will affect. Then you specify the use of the envmap in the texture's TXI, which holds various render instructions. The TXI data is included in the texture itself when using Bioware's own texture container variant of DDS, known as TPC for the PC version (TXB for the Xbox), but is a loose text file (with TXI extention, hence the name) when using TGAs. Check out the Sith trooper textures. They are the most extreme example.
4 hours ago, NiNoStyle said:it is possible to add something like displaying what is being worn (belt, shield, weapon, it doesn’t matter) and, if possible, dynamically changing it
They original planned on a belt model slot, but that was removed. The only options you have are a body model plus separate head model, or a single full body model.
Notionally you can dynamically change appearances using disguises via scripting, but it's not particularly practical, especially for something as minor as what you're suggesting. I'm assuming you want sheathed weapons to hang from the belt?
4 hours ago, NiNoStyle said:Is it possible to determine what texture each specific armor will use?
In its UTI, armour is assigned a class, which determines its protection level and what appearance column in appearance.2da it uses. It is also assigned a texture variation number, which determines what texture it will used based on the root texture name assigned in the 2DA. For example, take armour class C. A male player would have three separate appearance rows for the three starting classes, which each get their own model assignment with varying heights. In this case, PMBCS, PMBCM, and PMBCL (small, medium, large, or Smuggler, Scout, Soldier). Each model is then assigned a texture root name, which is typically the same for all three rows, PMBC in this case. For a given UTI using that slot, let's say it specifies texture variation 3. That means the game would assign PMBC03 as the texture. The texture variant value is a single byte, so 256 is the maximum value possible. The vanilla game typically only goes into the high single digits at most.
4 hours ago, NiNoStyle said:how does the physics simulation for armor work
There are no physics. The game doesn't even have collision meshes in the models. It uses extremely basic dynamic cylinder collision which is defined in appearance.2da by the perspace / creperspace columns, which from memory is a radius value from the root of the character.
There is no ragdolling or anything like that. Everything uses canned animations.
KotOR II Model editing in Blender
in General Kotor/TSL Modding
Posted
Yes. The model format only "officially" supports 16 bones per mesh, but actually has provision for 17. Hence why vanilla body models are split.