DarthParametric

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Everything posted by DarthParametric

  1. I couldn't say definitively. I wouldn't think the mere presence of saves in the folder should influence the game generally, but obviously it will need to scan and index them all every time you open the load or save screens. That may provide a performance hit if you have many hundreds of saves and are using a slow mechanical drive perhaps. It's also possible the game may have a maximum save count it can deal with (probably more likely with K1 than TSL), but I can't say I have personal experience of it, nor do I recall seeing any reports to that effect directly. Edit: What I can say though is that if your organisation is intended for two separate active playthroughs, it is probably all for nought. The game won't respect your naming convention, it will always name any new save as the current highest save number + 1. For example, if you have two saves numbered 100 and 400 and you load save 100 and create a new save, it will be numbered 401.
  2. War droids have integrated weapon models. I wonder if that is part of the problem. They possibly lack weapon hooks for the guns to attach to? I thought there were null weapons (stats but no models) for exactly this reason. Edit: Here, try this @Salk https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Sith_Base_Stray_Blaster_Cleanup.7z You'll want to load from a save prior to entering.
  3. The numbering is only for the folder names, not the save files themselves, so it should be possible to merge them with appropriate renaming. Although I'm not sure how feasible it would be to do in practice with a significant number of saves. You'd want to automate the process if you had more than a handful of saves, but trying to correctly increment the numbers seems like it would be difficult.
  4. Well it isn't being detected. What version of the game are you using? Steam? If so, with the Workshop? If yes, where did you install each mod?
  5. Lol yeah well if that's your measure you'd basically have to play every flashpoint up to pre-Illum just to get 30 seconds of him. @Talyn82: You can just watch it all on Youtube. That should stick around even after EA inevitably pull the plug.
  6. Neither of which feature Malgus, as I recall.
  7. You should still be able to solo all the Malgus flashpoints I thought. What ones can you not? You aren't missing much, to be honest. The whole KOTFE/KOTET thing completely retcons the original TOR story and the second half of it ended up being gutted because everyone hated it and the way they were slowly doling it out in small chunks. It turns out was based on some guy's tabletop campaign and they just shoehorned it into TOR.
  8. Here you go. Thanks to @bead-v figuring out the cause, this should solve your crash problems with mesh alpha. VP_Ajunta_Pall_Alpha_Crash_Fix.7z
  9. Some general tips. When importing level models, in order to see what you are doing you'll typically want to change to default lighting: And hide walkmeshes: In this case things were pretty simple as there was already an existing mesh that could be duplicated for the water mesh. It was simply a case of selecting the mesh, going to Edit->Clone, choosing the Copy option (you must choose Copy in order to get an actual standalone duplicate), giving it an appropriate name, and then hitting OK. Then, with the new water plane object selected, go to the Editable Mesh modifier and enable the Vertex sub-level. Select all vertices and with the Move tool position them appropriately. You may also need to use the Scale tool in order to resize the mesh, if necessary. Now you can create a new water material and apply it to the mesh. Then edit the OdysseyTrimesh modifier options. Turn off Lightmapped, set Self Illum to pure white, enable Bumpmappable if it isn't already. Then you are pretty much done. Make sure your new mesh is a child of the base, then export and compile. In other cases you may need to create custom meshes, for example the rectangular trough from the initial central walkway model.
  10. I will preface this by saying it is not a MDLEdit bug, but seemingly a GPU/driver issue. However, @ndix UR asked me to describe it here so that there is a record for future reference. Discord user Deltm reported an issue with my recent TOR Republic uniforms mod for TSL. They were having rendering issues with the hologram effect, like so: As with my previous hologram mods, these are both full body models, so the face meshes are part of the same model. It appears that the user's GPU, an nVidia GTX 970, is incapable of rendering the hologram effect on meshes using a normal map/tangentspace 1. The uniform meshes are ported from TOR and use a modified version of the source's diffuse texture and normal map (the rank bars on the captain receive the hologram effect because they use a different texture). This was fixed by setting the tangentspace flag to 0 and swapping the offending diffuse to one that didn't point to a normal map (i.e. TXI edit, or removal actually). I personally didn't experience the issue during testing on a 1080 Ti on Win 10. I haven't seen any other reports of this issue as yet, although the mod was only released recently and the download count is small.
  11. You could add a water plane to the floaty art statues at each end of the walkway easily enough. Edit: Here you go - https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02b_02e.7z There was already a circular plane as the base, so I just duplicated that and repositioned/scaled it to make the water plane. The whole "pond" piece though is probably a tad high for water. It puts it at an awkward position to see it properly. Perhaps it needs to be moved downwards closer to the height of the central "trough".
  12. View File Cup of Caf Recovery Item for K1 This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound Submitter DarthParametric Submitted 08/27/2018 Category Mods K1R Compatible Yes  
  13. Version 1.0.0

    1,045 downloads

    This mod adds a new type of stimulant item that will remove status effects applied to the user. There is a bug with the game that in some instances causes effects such as Slow to be applied to the player/party (semi-)permanently, with no practical in-game way to remove them. To use, simply add the "Cup of Caf" item (g_i_adrnaline025) to your inventory via KSE or console command. It will appear in the GUI alongside other stimulants like adrenals and is used in the same manner. Each item is single use and will remove ALL status effects currently applied to the user. This includes both positive and negative effects, so take care when you use it. It is intended as more of last resort bug fix item than for general use. The droid-specifc companion mod, Droid Oil Bath, is available here. Known Issues: Uses the "inject into thigh" animation like all stims/meds. I did attempt to disable that, but I suspect it is hardcoded. Acknowledgements: Thanks to @JCarter426 for pointing out the cause of the bug and coming up with the original script fix Cup image/icon modified from "Coffee cappuccino cup" by PikWizard Gulp sound effect modified from "gulping and drinking_1-2" by schatzl03 / Freesound
  14. It may also not work very well through the water. You should try setting the Render flag of the water plane to 0 and recompiling so you can get a good look at it.
  15. View File Movie-Style Rakatan Holograms This mod replaces the model used for the Rakatan hologram to bring it more in-line with the style seen in the movies and TSL. It also now has lipsync, unlike the original model. Additionally, the placeable Rakatan holo statue has been changed, swapping the original 2D billboard for a 3D model, and again bringing the appearance in-line with other holograms. As of v1.1, the hologram in the Elder's compound has now been moved above the computer to an added hologram projector rather than standing in the hallway, and the static camera reoriented to suit. As of v1.2, a hologram has been added to the computer in the Temple Catacombs. Note that changes to this scene probably mean the mod is no longer compatible with K1R. Video of it in action: https://www.youtube.com/watch?v=KWPjUp_8Ax0 To install, run INSTALL.exe. Known Issues: During testing a crash was discovered during the Kashyyyk Star Map sequence. I believe this has been completely resolved, but if you encounter any such issues then you may need to add the "Disable Vertex Buffer Objects=1" line under [Graphics Options] in swkotor.ini The original holo statue uses a billboard VFX which always faces the camera. As such, the directional facing of the placeable is irrelevant. The switch to a 3D model results in a static facing, I set this to match the facing of the placeables used in the South Beach Elder's compound, but if this placeable is used elsewhere it may end up facing the wrong direction. If anyone spots such a case, let me know in the comments. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit, and for figuring out the skin vs trimesh hierarchy alpha crash issue. Thanks to @ndix UR for TGA2TPC. Thanks to @JCarter426 and @jc2 for undertaking some testing to confirm the crash issue. Thanks to @EbonHawkStowaway999 for informing me about the Catacombs walkmesh error. Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible No  
  16. View File TOR Ports: KOTOR Comic Republic Uniforms for K1 This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from TOR. Male and female officers get a generic uniform, while Admiral Dodonna gets an admiral outfit that matches the one used in the companion mod for TSL. Her hologram appearance also uses this outfit, with alterations to bring it in line with the appearance of holograms in the movies and TSL. Additionally, Master Vandar’s hologram gets a movie-style upgrade as well for the sake of visual consistency, as per the previously released Movie-Style Holograms for End Game Cutscenes mod. Compatibility: With the switch of both danii-chi's Dodonna’s Transmission mod and this mod to module injection, install order should no longer be an issue. 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 Submitter DarthParametric Submitted 08/25/2018 Category Mods K1R Compatible Yes  
  17. View File TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD. This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms. Known Issues: Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. 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 Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script Submitter DarthParametric Submitted 08/25/2018 Category Mods TSLRCM Compatible Yes  
  18. It's just LTA_metal26 (or one of those) with an added alpha (inverted greyscale copy of the RGB) and a TXI pointing at an envmap. Edit: Here's a version with the sides of the bottom of the pond split out into a different mesh so you can change the texture. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v3.7z I have no idea what the UVs are like though, so it may not look great with complex textures. Look for node trimesh DPPondBaseSides
  19. You can edit the ASCII directly in a text editor and reassign a new texture. Look for node trimesh Mesh04 (should be line #12776) and then change bitmap LTS_Bwall04 Don't change "bitmap2", which is the lightmap. After you have pointed it to a different texture, you can compile it with MDLEdiit. You can discard the WOK (which is the walkmesh), as the vanilla one is fine. It's easy enough to also split out the bottom of the grey surround if you also want to change the texture for that. In both instances though there might need to be a UV adjustment, depending on what texture/s you want to use. Edit: Oh, and you might want to try lun_water01 for the water. It's a dark blue. Probably won't need any editing of the pond bottom using that. The fountains are using PLC_FntnMtl which doesn't actually look metal at all. You could maybe try a stainless steel kind of look. Edit 2: Perhaps something like this: https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c_v2.7z
  20. Should have uploaded this for you earlier. Here's the model if you want to play around with it. You can load the ASCII in KOTORMax. https://www.darthparametric.com/files/kotor/k1/[K1]_Taris_Upper_City_South_Fountains_M02ac_02c.7z
  21. It probably needs some adjustment first. Testing of different water textures, maybe altering the textures of the fountain heads (they aren't lightmapped and are just using the placeable's texture). I'm about to head in to work for a few hours, but I'll play around with it when I get home. Plus there's the whole mod approval logjam (I think I have 3 already waiting for someone to hit the red button), so who knows when it would turn up.
  22. Yes, you could edit the room model to add a water plane, maybe some fountain VFX nodes. That particular section of walkway would appear to be M02ac_02c. Edit: Here's a quick and dirty example. A simple plane with one of the Manaan pond water textures (not sure if it is the best option) and some emitters stolen from the metal fountain placeable and duplicated three times: I was actually thinking more in the vein of a traditional vertical type of fountain. I was sure I had seen something like that in one of the games, but it seems like there's nothing of that sort in K1 at least.
  23. Could be useful if it can generate triggers and so forth. You could essentially import the entire level into Max, rather than just the room geometry. Perhaps you could have the importer read the GIT as well as the LYT? You could place dummies for things like placeables and creatures.
  24. I think you are supposed to be able to build HK's personalised blaster there (which was cut from the base game), but I can't remember exactly. You can however add it with KSE either way.
  25. The HK Factory is pretty badly balanced. You may want to just cheat yourself in a bunch of shields with KSE so you can finish that bit and get on with the rest of the game.