DarthParametric

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Everything posted by DarthParametric

  1. 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).
  2. If you are using a mod of the existing PMHC04 and not an entirely custom row, then it should be rows P_MAL_C_SML_04 / P_MAL_C_MED_04 / P_MAL_C_LRG_04 (175/176/177).
  3. Males should just use a replacement of the regular PMBJ model, as long as the appearance.2da row entry for the J slot hasn't been changed.
  4. Those two warnings are just telling you that the module files already exist (presumably because you installed other mods that already add them, like K1CP for example). That's working as intended. As to the robes themselves, are you using a mod-added female character? Because those aren't supported, as per the description.
  5. If it was the last mod you installed, there will be a backup in the TSLPatcher folder. But if you installed other mods after it you'll need to scrap everything and start over with a clean install.
  6. These are TSL's robes. If you want the TSL Master robes to look like these (Padawan/Knight robes), just edit appearance.2da and change the model/texture assignments for the M column (PMBM/PFBM) to the Padawan/Knight models/textures (PMBI/PFBI). I'm pretty sure there's already a mod that does this.
  7. It's actually not that hard. Especially now that KBlender replicates the look of envmapped textures in the viewport.
  8. As per K1CP's readme, this mod is already integrated. You don't need it if using K1CP.
  9. The only ones that really have a hard incompatibility are the player head textures, since TSL changed all those models. All the armour and weapon textures will work fine, albeit some may possibly lack an additional variant number or two. Robe textures won't work, since TSL has three new robe models that replace K1's single model, but I'm not sure if DH even made a robe texture mod.
  10. Both textures in the "game look" folder have an alpha mask and a TXI specifying CM_Baremetal. I assume it's just a duplicate of the other folder. You could always just delete the alpha channel manually to prevent the issue.
  11. Yes, TPCView is the preferred tool for converting TPCs. In this specific case, the TXI data is: blending additive envmaptexture DP_CM_TnkGlass
  12. Are you using an old version of the mod? I changed the name of the tank glass in the last version. Edit: @Dark Hope: I had assumed you would have provided your own textures from the templates I provided in an earlier post. Salk also got invisible consoles without the textures, which is odd. Anyway use these. Also includes the tank glass textures from the original mod. TOR_Med_Console_Textures.7z If you installed the mod first and then extracted the archive above into the Override folder it should work fine:
  13. The lightmaps are splotchy and unoptimised, but try this for in-game testing purposes. Taris_Upper_City_Med_Clinic_Tank_Panel_Test.7z
  14. Here are some UV templates and a test model you can use in a model viewer or KBlender, etc. if you want to play around with it. TOR_MedPanelTest.7z
  15. It's a false-positive: You can also try downloading the latest version of HoloPatcher and using that instead - https://deadlystream.com/files/file/2243-holopatcher/
  16. I dunno, that looks kind of weird to me just being on the glass. Maybe I should make you a version of the room model where the tanks have an external control panel/display. Something like what the TOR kolto tanks have:
  17. It's not a problem with how the mod is installed. Seems like something changed in MDLEdit the last time I revised the models to fix the VFX which broke the walkmesh. Thus the player wasn't able to path to them. Extract the attached into your Override (overwrite when asked) and see if that fixes the problem. DJCSF_Revised_Models.7z
  18. OK I have confirmed that is the case, but I'm not actually sure why. There doesn't appear to be anything amiss. Edit: Seems like it must be a walkmesh issue. The player can't get close enough to trigger the DLG. Hence the "jerks around". He's freaking out trying to path to the placeable but can't reach it. But I'm not sure why that would suddenly be the case, since it worked fine previously.
  19. You were never able to talk to them as such, but there should be a bark bubble that pops up when you click on them, as shown in the screenshots.
  20. I just skimmed over these various walls of text, but regarding the "why", I assume this is down to the Collections feature on Nexus only being able to link to mods on Nexus itself.
  21. Thanks. We can provide it as an optional download. We'll probably need a separate readme for it. Would you be willing to translate that as well once it's written? Probably won't happen until the weekend. There shouldn't be any, in theory. But it's always possible that something slipped through the cracks, especially from older inclusions from the early versions of the mod. That's fine. The soundset StrRef text only appears when viewing the SSF (you can see it in KTool, etc.). It's not visible in the game itself.
  22. That should be it, yes. If you do find something that's not in the TLK (i.e. a local string in a DLG, etc.) then please report it - preferably on the Github repository linked in the description and readme - and we'll address it in a subsequent patch.
  23. You'll need to consult @th3w1zard1 / @Cortisol since they're the ones responsible for HoloPatcher. Jumping on one of the Discord servers to discuss it would probably be the quickest solution.