DarthParametric

Modders
  • Content Count

    4,731
  • Joined

  • Last visited

  • Days Won

    538

Everything posted by DarthParametric

  1. I'm curious how it even worked with the one handed Kreia model. The cutscene animations are on the two handed model. Are they also available as room animations? Regardless, it should be an easy enough fix to swap them for the purpose of re-capping the cutscene, either via an appearance.2da edit or a model override.
  2. I am already aware of the Republic trooper, as indicated in the description. There will be a partial fix for it in the next version. I'll have to look into the Dxun holo, assuming that it is a vanilla issue. Dealing with NPC Overhaul seems likely to be too much of a pain in the ass to bother with. I'm more likely to leave it up to the enduser to pick between one or the other.
  3. Only Silveredge9 could do that (or a mod/admin), but the prefereable approach would be for Silveredge9 to just incorporate my additions in an update to the original mod. But with a single post in 2016 and a last login date of January 2017, that seems like a long shot. The best I could do would be to release it formally and post the link in a comment on Silveredge9's mod. Wasn't my idea, I just did the legwork. Post a request in the request forum. Although don't expect to be inundated with responses (not ones offering to do the work at any rate). If you are talking Bandon then I gather you want something for K1. Not sure about that, but there are a few existing options for TSL: http://deadlystream.com/forum/files/file/486-tor-armored-robes/ http://deadlystream.com/forum/files/file/246-armored-robes-for-jal-shey-armors/ http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ http://deadlystream.com/forum/files/file/62-daks-armored-robes-22/ http://deadlystream.com/forum/files/file/137-darth-darkus-armored-robes/ http://deadlystream.com/forum/topic/4676-heavy-armored-master-robes/
  4. You kept Silveredge9's appearance.2da I gather? It wouldn't have patched out the head reference (it was based on patching a vanilla row). It's an easy enough fix, I just need to update the installer to overwrite every cell in the row. Edit: Here, run this one, that should resolve it hopefully - https://www.darthparametric.com/files/kotor/k1/[K1]_Patch_for_Silveredge9's_Ajunta_Pall_Unique_Appearance_v1.1.7z
  5. You can try this: It requires the non-transparent textures from Silveredge9's mod, but nothing else (so delete the NCS, DLG, and UTC from his mod, if they are in your Override). It uses a full body model with a reorganised hierarchy, much like the hologram fixes I did for TSL. I made some edits to the meshes to hopefully minimise any rendering issues. It uses mesh-based alpha, as with my example up above. I went with a value of 0.5, but that can be adjusted if necessary.
  6. I nominate ndix UR and bead-v for their MDLOps/MDLEdit/KOTORMax work. It seems unfair to pick one over the other though, since they collaborated on all the gubbins under the hood of their respective endeavours. They really deserve some sort of joint award.
  7. Whoops, missed that part. In that case, it's just a matter of adding unique appearance.2da rows and patching the relevant UTIs in each module to point to them. But yeah, the pool of available heads is pretty small. That's probably part of why Bioware went with the masked approach in the first place. Another possibility might be using the Dark Jedi body in combo with some of the full face masks to mix things up a bit.
  8. The issue with the Dark Jedi is that they are a full body model, i.e. the head is integrated into the body model, not separate like with players and most NPCs. Additionally, the hood/head can't simply be removed because that leaves a giant hole in the upper torso. You can scoop out the face mesh and slot in a regular head (with a bit of tweaking to the hood to hide any gaps), but animation sync issues mean you'd have to create each variation as a full body model. It's not a case of something as simple as a few appearance.2da edits, which is presumably why we are not overburdened with examples of such mods. Edit: Here's a proof of concept of a head swap. They are still all clones because it was a quick and dirty override, but you get the idea.
  9. After multiple reloads testing the Taris Upper City South medical center, I finally realised that Zelka Forn has the same voice actor as G0-T0 in TSL (and SWTOR Bounty Hunter companion Gault Rennow)

    1. Sith Holocron

      Sith Holocron

      He's also Colonel Darok in SWTOR as well. (Kristoiffer Tabori plays a few other roles besides HK's in TOR)

    2. DarthParametric

      DarthParametric

      Oh and Chunk in Vampire Bloodlines. Perhaps his best role of all time.

    3. HK-47

      HK-47

      heh. I love coming across characters with voices from other SW media. The one that I have the most fun with is when it's the guy that did Dooku's voice in CW. I always respond with "Yes Dooku."

    4. Show next comments  399 more
  10. It's compatible, that mod will just alter the tank texture (not for the better IMO, but to each their own).
  11. You must still be using an older version of the mod if you are seeing that.
  12. LAA patching is unlikely to achieve anything. The game was originally designed to run on cut-down Pentium III Celeron with 64MB of pooled RAM after all. On a PC, most of the added overhead is probably handled directly by the GPU and its dedicated VRAM. You won't be able to patch the EXEs of the Steam versions given their DRM, so it is kind of moot in those instances. I'm not sure whether the GOG versions already included it, but there would be no harm in patching those.
  13. The latest 1.2 update of the mod resolves the problem by not using placeables at all, but it is not compatible with older versions of the mod (and requires a pre-Upper City South save).
  14. Assuming you are using the 1.0/1.1 version of this mod, that looks like the placeables.2da issue - http://deadlystream.com/forum/topic/6017-kotor1-placeable-limit/
  15. In that instance you could presumably at least cap a new video and sync the audio to it manually so that at least it is in 1080 (or higher).
  16. Just a referrer spoof I imagine? Should also be able to achieve the same thing with a custom referrer addon/script.
  17. What SFX? Can't pull them from the video?
  18. https://github.com/crosire/reshade They think the same as any other commercial entity. They don't do squat unless they are getting paid to do so. There's no financial incentive for them to bother with additional patches.
  19. No, it won't work with Reshade, or any other OpenGL override. The source for both is available though, so merging is always a possibility for those of the code monkey persuasion. It doesn't address the saber issue, no, but possibly it could if you knew which shader/s to edit (and how to edit them).
  20. If you are using the Aspyr version of the game, that's the problem. Amongst many other bugs they introduced, they screwed up the fog. This is what you want: https://github.com/HappyFunTimes01/ShaderOverride See here for more info - http://deadlystream.com/forum/topic/5345-fog-and-speed-blur-fix-for-the-2016-tsl-patch
  21. http://deadlystream.com/forum/files/file/1152-tga2tpc/
  22. Cool, glad to hear it worked. I wonder how many other KOTOR graphical issues could be fixed in a similar manner.
  23. I assume you are using M4-78 from the Workshop? The instructions explicitly state that you need to install to the mod's Workshop folder, not the base game folder.