DarthParametric

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Everything posted by DarthParametric

  1. Curious. It would probably require investigation into the exe to see what is going on. Alas, @ndix UR who has undertaken such code spelunking in the past isn't around these days.
  2. I'd say the most expedient route would be to use my Scoundrel jacket with Scout legs hybrid mod and then pair it with Dark Hope's Scoundrel retexture that makes it a leather jacket, coupled with her Scout retexture for the legs. However, snce my mod sandwiches both textures together into one, side-by-side, you'd need to manually do that yourself with DH's textures. Alternatively, I can provide a batch file for use with the commandline tool ImageMagick to do it for you. Edit: Here's what it would look like, pouches and no pouches versions: Also if you want it for the Scout then the model will need to be edited, since it's currently set up to replace the Scoundrel.
  3. You could do starting conditional checks for the player having DS powers like choke or lightning so you could just off him directly in dialogue, like Uthar does to Shaardan if you give him a fake sword. Killing him with a weapon could probably also be done directly in the scene, although in my experience that's always a little flaky.
  4. Wouldn't be before that, since it's not something that warrants a hotfix. So no sooner than Xmas 2025 probably, based on the prior release cadence.
  5. This isn't the place to discuss it. But the engine chokes on entity count, not poly count.
  6. I suppose if all else fails you could always make it as a placeable.
  7. So my question is, does that matter? Why do you need them in the A node? The solution in that case was deleting the walkmesh that was floating out in space as I recall. Not sure if that ever got resolved properly, or what happens these days with KBlender.
  8. I believe N-DReW25 caters to your needs with the "Lite NPCs Restored" option - https://deadlystream.com/files/file/2081-unofficial-k1cp-tweak-pack/
  9. Yeah emitters don't need to go under the A node. Although I'm surprised that putting them there kills them. I don't recall encountering that before. Here's an example hierarchy from my edit of the Taris Upper City South med center: The VFX nodes (xxx_Bubbles) are a couple of levels deep, but ultimately under the base not the A node. That said, I know there are vanilla models where emitters are under the A node. Like birds in skyboxes, for example. Try making your test emitters children of a dummy and then make the dummy a child of the A node.
  10. Your mod is fundamentally incompatible with K1CP because you just dump UTCs in the Override. This will break a whole bunch of K1CP changes across the entire game.
  11. Of course. That's the entire reason I provided them. I have no intention of releasing them myself. Edit: @Dark Hope Not sure if this would be of interest to you, but I edited the tank glass UVs so that they no longer require a tiling texture. I've applied a TOR kolto tank glass texture here as an example. I also assigned the top and bottom tank lights a custom texture so that if you want to change it you don't need to replace LTS_light05. Taris Upper City Med Center Tank Glass TOR Texture.mp4
  12. There wasn't a need to update that room model from the previous upload. Same reason I didn't include the console textures.
  13. You can see more of the ESB bacta tank bubble effects in the deleted version of the scene - @Dark Hope: I've decided that I'll update my mod to use the same "crispy" textures that I use in the Star Forge mod, since Zelka says that their injuries were terrible. Here's the revised model with the switched bubble VFX and the switched body/head textures. I've included the PSDs for the body textures so you can make your own damaged versions. Diversified_Wounded_Republic_Soldiers_On_Taris_Consoles_v2.7z
  14. He was wearing an underwater nappy/diaper (and very obviously a weighted dive belt):
  15. That version of the mod would have to go on Nexus.
  16. The obvious answer to "why?" is because Luke's bacta tank in ESB had bubble streams rising from the bottom of the tank. I'm sure there's probably some canon explanation of what it represented if you go digging deep enough in Wookieepedia. If you want some sort of rationalised in-universe explanation of what it could be, I imagine it could be some sort of recycling system for filtering the bacta/kolto, injecting some supplemental gas into the liquid, or perhaps inducing a current/circulation for some reason, maybe just more efficiently moving "fresh" bacta/kolto past any open wounds.
  17. I tried replacing the existing bubble chunk model and that didn't really change much. So I went with DH's suggestion of using the underwater suit's bubble VFX. Here's an in-game test after playing around with some of the values for a bit. Taris_Kolto_Tank_Bubble_VFX_Test.mp4
  18. They don't use a texture. Yes, the glass texture needs blending additive in the TXI in order for the transparency to render correctly.
  19. A VFX emitter, same as any other VFX works. In this case it emits mesh chunks instead of 2D billboards. Huh, guess I never really paid that much attention to them before. Changing the mesh transparency could help. I'll fiddle with it when I get a chance later in the week.
  20. It would require editing all the VFX nodes, but sure, it's possible. The underwater suit you pictured uses fx_bubble. I could mess around with trying the settings it uses. The other option would be to replace the chunk model for the current bubbles, fx_koltobub, with an actual spherical mesh rather than the pointy cube it uses currently. I'm curious as to what changed though, as I don't recall the vanilla bubbles being that opaque and obvious. I didn't touch the VFX nodes in the room model.
  21. I think the problem is that the bubbles don't actually look like bubbles because they are opaque.
  22. The legacy PC version is identical to the original CD version, aside from DRM. Here are some shots from the GOG version (which again is the same). There is a bit of haloing around the workbench light strip and the saber blades that is more apparent when moving in-game. It could be that Obsidian changed something with the render setup and it simply wasn't captured in whatever that old picture is in your first post. Posting a pic from the dark interior of the Hawk and comparing it to a brightly lit interior is also not exactly an apples to apples comparison.
  23. Switch from Aspyr's broken update of the game back to the original unmolested version by choosing Legacy PC in the beta drop-down:
  24. Males just use the standard Revan/SF robes items. Use the vanilla values for those - g_a_mstrrobe06 / g_a_mstrrobe07.
  25. Well then all that should be required is the models in the Override. Make sure they haven't been overwritten by another mod. You can copy them manually if needs be (and will need to do so anyway if picking one of the optional versions).