DarthParametric

Modders
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Everything posted by DarthParametric

  1. It is not. We don't make any changes to the Sith Governor's quarters.
  2. Per the description, this mod includes a modified TSLRCM logo. It was made long before the most recent update. It's entirely cosmetic and doesn't affect anything in the game itself.
  3. You cannot use existing saves. You must start a completely fresh game from scratch. Disable grass in the settings to fix your problem on Dantooine.
  4. Well for starters, you have clearly installed the mod multiple times. Do not do that. Start from a clean installation of the game. Beyond that, it installed successfully. What's the problem?
  5. Attach the log file that was created in the installer's folder.
  6. Yeah it's because of HoloPatcher being packed as a self-contained Python application. Your options: update your AV's definitions, whitelist the file/folder, submit a false-positive report, swap to a different AV.
  7. You have two conflicting statements. You say you are literally unable to download it, and then you talk about extracting something. So you literally are able to download it presumably? Once downloaded, you need to extract it somewhere (preferably not the game folder) and run the installer.
  8. You'd have to edit appearance.2da in order for them to do so. It only replaces the player row's clothing model/texture slots.
  9. There's nothing for the Community Patch to fix. Don't change the resolution in-game. Leave it at its base setting and use the widescreen patch to edit the resolution.
  10. Sure, go ahead. You'll want to test them in-game first to make sure they work though as I didn't do that. Also the UVs might need to be tweaked to suit your textures.
  11. Try these: K1_Stun_Batons_High_Poly.zip The variant 3 model was actually using the variant 2 texture, so I switched that.
  12. Not in TSL, no. Looking at changes.ini, seems like I added unique appearance rows for most of the dormitory NPCs, so presumably it's a case of some other mod messing with the UTCs.
  13. Sounds like it is trying to load a model that doesn't exist or is broken. Most likely an appearance.2da issue.
  14. Could be a clash with another mod overwriting changes to appearance.2da and/or UTCs, or maybe a Workshop issue if you're using that.
  15. The Perl script (hires_patcher.pl) is included in the archive. It's just packed as a self-contained exe. There's no public repository.
  16. The Workshop folder? The standalone English version should be in <Library>\steamapps\workshop\content\208580\485537937 but other languages or the combined TSLRCM + M4-78 will have a different mod ID. You'll have to check it on the Workshop. But you really should not use Workshop mods for TSL and I won't be offering any support for it.
  17. Hrm, guess that was the improved version. I probably should work on it more. Not that I suppose you'll get too close to it in-game.
  18. Nah, not talking about the datapad. The arm is still the same. That stump is just two polys. I thought I gave you a version that was a bit less angular and low poly.
  19. Hrm, that looks like the first arm. Didn't I give you a better version of that with a slightly less half-assed stump end?
  20. If you extracted the files, just create a new MOD from scratch and then drag and drop the files into it, then save.
  21. You didn't save it correctly. You saved it as an ERF and then renamed it rather than saving it as a MOD. You can tell by looking at the file's header in a hex editor. There's a filetype drop-down in ERFEdit's save dialogue:
  22. It's named incorrectly. Drop the _s. It should just be STUNT_19.mod instead.
  23. Never do that, for any GFF or script, unless you are explicitly overriding a global file. Yes, this is the correct approach. However, since you only mentioned the _s RIM I assume you forgot the other RIM. A vanilla module comprises two separate RIM files. The contents of both are required in a MOD. The _s RIM contains all the scripts and GFFs, the other RIM contains the ARE/GIT/IFO.
  24. Lip files should be universal, since all they are is a list of mouth shapes. The individual models have the appropriate animations to suit their particular brand of lip flapping.