DarthParametric

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Everything posted by DarthParametric

  1. All the warnings mean is that the MOD files already exist (in your case because you are using NPC Overhaul and K1R). It's a quirk with TSLPatcher that the author can't disable that notification as a "warning". It's not an error, the mod's content will be injected into the pre-existing MODs. Typically I add a note about this in the TSLPatcher description, but I apparently forgot to do so in this instance. Anyway, I'd guess your crash issue is more likely to be a conflict between K1R and NPC Overhaul. I don't use either, but my understanding was that there are issues using both together. If you started the game with K1R and then removed it before Dantooine, I'm not sure what knock-on effects that may have.
  2. OK, so here's something bizarre. I was getting odd graphical glitches on Lehon, like all the polygons on the beach being outlined and the dirt texture inside the Elder's compound being weirdly offset and blurred. I was forcing AA in the nVidia control panel so I tried turning that off. Going back into the game, those problems were fixed. But that also coincided with the crashes. I just tried turning the forced AA on again. Testing again, I now longer get the weird graphical artefacts, and I also don't get any crashes.... Yeah you are just lacking the textures. Edit: Testing the NPC hologram on Kashyyyk, I am getting a crash right at the end of the dialogue as the Star Map animation plays. I don't get the crash with the vanilla hologram. Here's a save if anyone wants to test it (same model posted above): K1_Save_Kashyyyk_Star_Map.7z Edit 2: So it seems like enabling the Disable Vertex Buffer Objects option in the INI prevents it from crashing. Now I need to figure out if the crash with that option disabled is being caused by the model, or if it's just the usual game being screwy on modern systems. Edit 3: My guess is that enabling mesh alpha is causing the crash when VBOs are enabled. At the point of the crash, a script fires with destroys the NPC. The game tries to fade it out. For whatever reason fading works fine with VBOs disabled, but crashes with them enabled. I'm trying to find a way of taking MDLEdit/MDLOps out of the equation, but the vanilla model apparently lacks the controller data for alpha (I guess those only get added when alpha is <1?) which makes hex editing problematic, at least for me. Any thoughts @bead-v?
  3. Probably the best solution would be to sticky a redirect. Easy enough for the DS tools download section, but I don't know if that works with off-site links. Worth a shot at least. Summoning @VarsityPuppet to add it to the list of mod/admin jobs.
  4. This should cover most of your needs. https://deadlystream.com/files/category/17-modding-tools/ http://www.starwarsknights.com/tools.php
  5. Looks like you could change the GetDistanceBetween value so it only triggers when you are closer (currently appears to be 15m): void main() { int int1 = GetUserDefinedEventNumber(); if ((int1 == 1001)) { if ((!sub1(OBJECT_SELF, intGLOB_118))) { sub2(OBJECT_SELF, intGLOB_118, 1); } else { if ((!sub1(OBJECT_SELF, intGLOB_119))) { sub2(OBJECT_SELF, intGLOB_119, 1); } else { sub2(OBJECT_SELF, intGLOB_118, 0); sub2(OBJECT_SELF, intGLOB_119, 0); if (((!GetIsConversationActive()) && (GetDistanceBetween(OBJECT_SELF, GetPartyMemberByIndex(0)) < 15.0))) { sub3("ONE LINER", 5, 5, 5.0); SetGlobalBoolean("TAR_GORTONONELINER", 1); ClearAllActions(); ActionStartConversation(OBJECT_SELF, "", 0, 0, 1, "", "", "", "", "", ""); sub4(); } } } It could also be that sub3 is providing a delay timer, which would be 5 seconds if so. void sub3(string stringParam1, int intParam2, int intParam3, float floatParam4);
  6. Yeah I just realised you were talking about the sword thing. You are right that it could be done with an animated version by hiding the sword under the floor. That's what they already do with other placeables, like the Jedi captives on the Star Forge, so it's kind of suprising they didn't. Although I guess they could afford to be lazy. They had no need to worry about free placeables slots. Deleting the Talk animation got me a further line or two into that dialogue branch, but it still ended up crashing.
  7. If you are talking about the plinth, it's part of the same model. I'm not touching placeables.2da. I just edited the original model, deleted the VFX node and merged in the Rakatan.
  8. I am getting a crash in-game with the NPC Rakata hologram during some dialogues (presumably when it calls certain animations). Initially I thought this was the same issue I had before when I tried compiling the model with an earlier MDLEdit beta, but it seems the MDLOps compiled version also crashes. K1_NPC_Rakata_Hologram_Crashing.7z Here's a save to test with (just access the computer to initiate the dialogue). K1_Save_Rakata_Elder_Compound_Computer_Room.7z It seems to reliably crash when pursing the "I want to know about the history of the Rakata" chain after choosing the player response "A plague?". I can't see the dialogue calling for any specific body animation for that line, so perhaps it is related to lip sync animations?
  9. Could be the angle of the pic. This is PLC_Statue3:
  10. View File Movie-Style Holograms for End Game Cutscenes This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted. Before: After: Changes: Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues: Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops Submitter DarthParametric Submitted 08/18/2018 Category Mods K1R Compatible Yes  
  11. Well I only pieced it together in the last day or so, so I wouldn't say I have been hiding it as such. I have another one for you though that is a bit older. If you recall the K1 end sequence area model issues, I can confirm that MDLEdit will now successfully load the area model itself, but it still crashes when loading the custom stunt model of the crowd. Right at the end though, after several minutes of processing. DP_StuntCrowdDS_v3_Condensed-kotormax.mdl.7z
  12. Yeah about that approval.... I think @Tyvokka needs to install a giant flashing light or something whenever there's a new submission.
  13. I can get it to crash. Also crashes 1.0.5. PLC_RakatHol-kotormax.mdl.7z MDLOps compiles it and it works OK in-game. Oh and something I realised with that model - it seems like KMax doesn't like alphakeys by themselves. I'm not sure if it is stripping them on import or on export, but any nodes with only alphakeys ended up blank, whereas those also that had pos/rot keys kept their alphakeys.
  14. Is this hologram statue placeable:

    K1_Rakatan_Hologram_Statue_01.jpg

    only used in the computer room of the Elder's compound? I did a quick browse but couldn't seen any obvious uses of it elsewhere (on Lehon at least).

    1. Kexikus

      Kexikus

      What about Kashyyyk? I might be wrong but isn't there a Rakata hologram as well? If there is it's probably an NPC, but I don't know.

    2. DarthParametric

      DarthParametric

      The computer? That will use the NPC appearance. This placeable is just an animated texture.

    3. Kexikus

      Kexikus

      Yeah, that's what I was thinking about.

    4. Show next comments  318 more
  15. Not in K1 at any rate. But I abandoned further efforts after the placeable count limit came to light.
  16. Ah, must have only selected the one folder. K1_Crashing_Holo_Rakatan_2.7z This isn't the original hologram model, which lacked proper face bones and did not animate mouth movements, correct. This is a scaled down version of the regular Rakata so it has lip sync now.
  17. I've discovered an odd crashing issue with a model that I can't diagnose. I had a working version, but then I split the head mesh for hierarchy-based occlusion (another hologram). This new model would consistently crash at the end of the conversation. I then further split the model, but additionally I moved the mesh split off in the previous edit to a different spot in the hierarchy. The new model does not cause a crash. I can only assume it must be the hierarchy position that was the cause, as the previously spilt mesh itself didn't change and an additional mesh split was added in the working model. Here are the two models: K1_Crashing_Holo_Rakatan.7z And if you want to test in-game, use this save and run up to the pillars to initiate the cutscene/conversation: K1_Save_Rakatan_Elders.7z
  18. I managed to find this in a PM, which I am sure @ndix UR won't mind me sharing publicly:
  19. Version 1.1

    27,851 downloads

    This mod alters the (frankly terrible) holograms used in the cutscenes prior to boarding the Star Forge at the end of KOTOR to bring them more in to line with the style seen in the movies and TSL. For some unknown reason, Bioware decided to go with a weird texture-based approach that simultaneously looks both horrible and nothing like how Star Wars holograms are typically depicted. Before: After: Changes: Admiral Dodonna hologram model completely replaced with a new one based on her regular appearance. No longer has incorrect mirrored torso UVs. Dodonna model split into sub-meshes for optimal hierarchical occlusion. Vandar model given some mesh tweaks to remove some intersection issues. Models now use mesh-based transparency rather than additive texture blending. Custom keyframes added to animations to facilitate mesh-based alpha approach and added meshes. New animated textures for Vandar and Dodonna created based on their regular appearance textures. Minor alteration to one shot during the DS cutscene to prevent Dodonna leaping out of frame while Vandar is speaking. Known Issues: Because meshes do not self-occlude, there are some artefacts during certain shots. For example, seeing the neck through the chin. Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for MDLops
  20. It actually works in the opposite manner for mesh alpha. Anything at the top of the hierarchy will occlude everything below it. And per @ndix UR's thread here, alpha blending ignores hierarchy.
  21. Like I said, maybe there is something about head models it doesn't like, as it was a head model with 16+ bones that I had issues with previously. Vandar is a full body model and the stunt Revan is just the body. I'll test it further when I get a chance. Not just animations, but keyframes for the same animations. I wasn't aware it went to that level.
  22. I really don't know. The appearance.2da value was changed to my custom model, which used a custom supermodel. The DLG pointed to the original model as the stunt model. I would have thought that the stunt model would override any animations of the same name, but clearly it was reading my custom keyframes on my custom supermodel for new meshes in the Dodonna model that don't exist in the vanilla model. The Vandar model had all the same mesh names, so maybe that was why it wouldn't accept my changes. Although Dodonna did have a couple of residual meshes that retained the same names as the originals, namely the face, hair, and eyeballs. By the way, both hologram Vandar and stunt Revan both have more than 16 bones on a mesh. MDLEdit did manage to compile functional versions as far as that was concerned, so maybe my previous issues were unrelated, or maybe there is something specific about head meshes and "too many" bones.
  23. I see we finally got a tools sub-forum. I'm surprised there wasn't at least a little fanfare about it though. Anyway can a mod finally unpin and lock that NWNMax thread in the general modding forum, and move across the pinned KOTOR Tool thread as well. @VarsityPuppet: With your newly minted admin status, I gather we are hassling you about this now. Make it so.
  24. It's known as the "legal screen". There are a bunch of existing mods you can look at to see what they did, like this one. I think the gist is a BIK is required for K1, but a TGA is fine for TSL.