DarthParametric

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Everything posted by DarthParametric

  1. Well the "proper" way that you would create a player head mod for the PC version involves editing appearance.2da, heads.2da, and portraits.2da (in addition to the head model and textures, but you can use the vanilla ones for Bastila). I have no idea what the deal is with Xbox 2DAs, whether there is some big endian/little endian thing going on. You could try going that route first, although it would require extracting them from a BIF, presumably. If the Xbox data is anything like the PC, they should be in a file called 2DA.bif. You could try copying that and the KEY file (probably chitin.key) to your PC, then extracting it with unkeybif.exe from Xoreos Tools. Then you could use convert2da.exe to convert the required 2DAs to CSV. Then you would follow any standard "adding a player head" type tutorial to add the new data, then use convert2da again to convert the CSVs back to 2DAs. Then you'd transfer the modified 2DAs back to the Xbox, putting them in the Override folder. Like I said though, I don't know if Xbox 2DAs are different from PC 2DAs, so I have no idea if that will work. Assuming that doesn't work, the other option is the more brute force route, replacing one of the existing player head models with the Bastila head model (P_BastilaH). This will require changing the Odyssey Base name, the quickest route being to decompile, edit the ASCII model, then recompile. MDLEdit can handle Xbox models, so that should be fine, although you'd presumably want the Xbox supermodel (P_BastilaBB). Those should also be in a BIF file. You'd also need the Bastila head textures, which are in ERFs on the PC version, not sure for the Xbox version. I'd suggest trying the 2DA route first though and seeing if that works.
  2. If you are using the old version of MDLOps you need to use HeadFixer to patch the resultant binary model. The latest version of MDLOps and MDLEdit have built-in functionality to sort it out.
  3. Yes, I didn't say that the fog fix would solve your problem. I said the issue was related and you'd probably need the same sort of shader hack to fix it. You'd need to sort it out yourself by using the fog fix as a basis. Alternatively, sELFiNDUCEDcOMA apparently has some secret fix for the lightsaber bug, which might be applicable - http://deadlystream.com/forum/topic/2062-tsl-textures-remastered/?p=62552
  4. It affects the screenshots because it is dark as hell and I couldn't see anything. On closer inspection, I can see the issue in the first shot with the bangs. It's a model issue, nothing on your end. I'll address it in the next update.
  5. If it's an NPC head then all you need to fill in (aside from the model name in "head") is the "alttexture" column with the value for your new texture. It should be noted however that this only works in TSL. In K1, you would need a new head model, as K1's heads.2da lacks the same base texture override.
  6. That just adds a clamp semantic to a TXI. It's not the issue here. Your best course of action would to either give the existing sphere a new UV layout more suited to what you have in mind, or outright replace the mesh with something else.
  7. I'm not sure what I am supposed to be looking at. That doesn't appear to be vanilla game visuals. Are you using some post-processing hack, like Reshade?
  8. Should be no crashes, you just won't get any changes to Kaah or Vash's holograms. Bastila (if Revan was DS male) should still have her holocron appearance changed, as that UTC in 702KOR should be edited by default.
  9. I believe the earlier version of M4-78 just replaces the vanilla Korriban module. I did have an updated version in the works for it since January, but I was waiting on a user to test it and get back to me. I may have to release it regardless.
  10. Hrm, so it is. I always thought that, given it was set in the ARE, it was just a shader. But I can see the models for it, fx_Rain in the case of rain. Looks to be a simple fountain emitter covering a 6m x 6m area. Oddly, it's positioned at 4m under world zero, not sure what that is about. I wonder how the placement/activation for it works? I can't see anything obvious. Hardcoded maybe? Scripted? You'd surely want to be able to toggle the effect off and on to account for indoor/under cover areas.
  11. Rain is probably a shader, not a particle effect.
  12. If I had to guess, the Skip Telos Surface mod would be the most likely source of a clash. Did you install my mod last?
  13. Only a week to go. My body is ready.

  14. The ones you see out windows are part of the module. I'm not sure if there is a standalone one, but it wouldn't be a big deal to rip one out if you need.
  15. Are you using Steam Workshop, or are all the mods installed to the base game directory?
  16. You won't actually see any benefit in the upload (or the download for endusers), as any gains you make in the TPC compression, you lose in the archive compression. The difference will be in drive space required for the enduser, which may be of relevance if the file count is high enough. Just be aware of the image quality tradeoff you have to make for it though. You might want to test some samples before you batch convert the lot.
  17. Looks like Googling "gimp batch watermark" will probably turn up the sort of thing you need. Try Youtube, I'm sure there will be some videos that walk through the process.
  18. Leaving aside the aesthetics and focusing on the mechanics of doing the filter, does Gimp have any sort of batch/macro/script processing functionality? Doing any repetitive task like that manually means you are doing it wrong.
  19. I gave permission to use the Leviathan bridge part of my Taris Escape Sequence mod, because:
  20. You need to provide more information than that. What version of the game? What other mods do you have installed? Where and how did you install this mod?
  21. It's a programming thing. If you are familiar with the fog issue in Aspyr's version, it's the same thing. You'd have to try utilising the shader hack that is used for the fog fix: https://github.com/HappyFunTimes01/ShaderOverride
  22. Aspyr screwed around with the shaders, so I'd expect that is probably the source of the issue.
  23. It is not advisable to release mods that use direct overrides of 2DAs. You would be better off using TSLPatcher so it can patch any existing copy of visualeffects.2da the user may have.
  24. You don't meet Cede. 205 only loads if Carth is alive.