DarthParametric

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Everything posted by DarthParametric

  1. The probable cause of this has been identified by ndix UR. It seems that the game will only recognise placeable IDs up to 255. With the pre-existing game data, that only allows around 20 custom entries. If you are using multiple mods with custom placeable.2da entries, then this is the likely cause. At this time the only solution is to limit which mods you use to not exceed this limit.
  2. As long as it is not inside the final room, which is its own module (level 4), an existing Star Forge save should be fine.
  3. I always wondered why both TSLRCM and M4-78 use RIM files for 702/703KOR rather than using MODs like for every other module. Having just tried testing something in 702KOR using a MOD, it seems like this doesn't work properly for the academy module, for some reason? The module loads, but things like cutscenes are broken. It's not an insurmountable problem, as TSLPatcher can patch RIMs I gather, but I am curious as to the cause.
  4. The Aspyr version doesn't alter appearance.2da, so it's not that at least.
  5. Probably more likely due to you playing on a laptop. Integrated graphics?
  6. No, there is no dialogue. I did play around with it briefly, trying to harvest snippets of VO from existing dialogue, but it seemed an excessive amount of work for something so trivial.
  7. It won't work unless you load from a save before entering the final room on the Star Forge. Installing the mod multiple times should make no difference, besides bloating the size of placeables.2da, assuming you don't revert the edited files with the backups TSLPatcher makes. But why would install it multiple times?
  8. Check here for various tools - http://www.starwarsknights.com/tools.php The specific link for K-GFF - http://www.starwarsknights.com/mtools/kgff_131.zip
  9. That's just the message that pops up when you click on them while they are still alive, hinting that you need to use a Force power. There's nothing to suggest they were ever intended to survive. Either they die peacefully (LS character using LS power) or they die painfully (DS character and/or using DS power).
  10. View File Diversified Jedi Captives on the Star Forge Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update. Submitter DarthParametric Submitted 01/16/2018 Category Mods K1R Compatible Yes  
  11. Version 1.2.4

    41,662 downloads

    Based on this request thread, this mod replaces the Jedi captive placeables used in the final confrontation with Darth Malak aboard the Star Forge. In the vanilla version of the game, these are all identical copies of the same male body using the PMHC04 (“Mullet Man”) head. New male and female versions of this placeable have been made, utilising a variety of heads from all three human races, and Twi’leks. All eight captives in the level are now unique and distinct from one another. Additionally, the flavour pop-up text for when you interact with the captives has been altered to change the male pronouns into neutral ones, so they work regardless of the subject’s gender. For those that wish it, an optional extra is included that adds these new Jedi as background NPCs to the Jedi Enclave on Dantooine (N.B. as of v1.1, the pictured sparring circle has been removed due to the placeables.2da row limit bug described below). Known Issues: WARNING: A critical issue has been discovered with K1's placeables.2da, limiting the number of additional new entires that can be added to around 20 rows. This mod adds 8 rows. If you use multiple mods that add new rows to placeables.2da, you will likely encounter issues. DO NOT REINSTALL THIS MOD OVER A PREVIOUS VERSION! You will create the placeable overflow issue. In order for the Dantooine portion of the optional extra to take effect, you must use a save prior to leaving Taris. The courtyard portion will only take effect for saves prior to being allowed to exit the Academy. These additions are purely cosmetic, so their absence will have no material affect on the primary purpose of the mod. The core content of the mod will only work with a save prior to entering the final room on the Star Forge, but I assume (hope) most people aren't still installing mods that late in proceedings. Compatibility: The mod is compatible with K1CP. Make sure you install K1CP first. The core content of the mod should be compatible with most other mods, as the changes are restricted to the second-last module in the game (STA_M45AD). The optional content makes changes to the Dantooine Enclave's landing pad (DANM13) and courtyard (DANM14AA) modules. If you are using any mod that overwrites those modules (like Kainzorus Prime's NPC Overhaul Mod), make sure you install that mod first. This mod will patch its changes into pre-existing module files, so should be installed last. Changes in 1.2.1 should mean the Twi'lek master in the optional Dantooine content is now impervious to further hostile robe takeover attempts. If you use @JCarter426's "Fashion Line I - Cloaked Jedi Robes for K1" mod, you can download the supplied compatibility patch to have him wear the TSL robes. If you use @JCarter426's "Fashion Line I - Cloaked Hybrid Robes for K1" mod, you can download the supplied compatibility patch to have him wear the hybrid robes. Acknowledgements: Thanks to @Kexikus for providing code for the NPC OnHeartbeat scripts. Thanks to @jc2 for the suggestion on how to fix the sparring circle combatant health bars. Thanks to @JCarter426 for suggesting the NotReorienting creature flag and for the TSL ported robe assets. Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @ndix UR for MDLOps v1.0+ and TGA2TPC. Thanks to @StellarExile for pointing out the issue with VFX targeting the base of the model. I must be blind... Thanks to @todevuch for testing the hybrid robes compatibility patch. Thanks to @olegkuz1997 for pointing out that the placeables didn't use TLK StrRefs for their labels. Thanks to @Alice Reyneke for pointing out that pathfinding for the placeables was broken by a previous update.
  12. You should look into this - http://deadlystream.com/forum/topic/5842-wip-b100-kotorpatcher-tslpatcher-like-app-for-android/ I have no plans to support Android.
  13. I can't recall if I already passed this on in a PM or if it was something that only came up separately in discussions with ndix UR, so I am posting it here so it is on the record. The grass issue above is caused by the walkmesh exported by KOTORMax lacking all trimesh data. I've just struck another issue with the same root cause, but a different outcome. In a custom walkmesh for a room in TSL, I could not get the game to recognise the room link, preventing me from entering the room. However, when I changed the node in the ASCII from node aabb walkDP parent XYZ position -74.0866 51.3138 9.05 orientation 1.0 0.0 0.0 0.0 bitmap NULL verts 39 to node aabb walkDP parent XYZ position -74.0866 51.3138 9.05 orientation 1.0 0.0 0.0 0.0 diffuse 0.8 0.8 0.8 ambient 0.2 0.2 0.2 transparencyhint 0 animateuv 0 uvdirectionx 0.0 uvdirectiony 0.0 uvjitter 0.0 uvjitterspeed 0.0 lightmapped 0 rotatetexture 0 m_bIsBackgroundGeometry 0 shadow 0 beaming 0 render 0 dirt_enabled 0 dirt_texture 1 dirt_worldspace 1 hologram_donotdraw 0 tangentspace 0 bitmap NULL verts 39 it worked as intended. These values were taken from the original walkmesh in the vanilla model. I guess AABB objects need the addition of a trimesh modifer in KOTORMax? Edit: To clarify, these changes are only in the MDL ASCII, not the WOK ASCII. New problems I have encountered: I had MDLEdit failing to properly preserve room animations. An example is the Ebon Hawk cockpit. When I was working on the escape from Taris mod, I noticed my custom edit of the room model no longer had animations for the flashing lights and screens. I tried directly copying the animation data from the vanilla ASCII model to rule out KOTORMax, but there was no difference. I needed to use MDLOps to get the animations working. M12aa_01p was the specific model, and the animations were all selfillumcolorkey data. I've had MDLEdit work with other room animations, so I don't know if that was just a specific problem with that model. However, it could be related to the next problem. When I was playing around with the escape pod room in the Harbinger level, plugging a gap in the geometry, I found that if I changed the hierarchy in any way, I'd get blown-out lighting, like so: Going back to the original hierarchy and just adding my meshes to the end, the lighting returned to the same as the vanilla model. This was in direct contrast to other room model edits I have done previously, where if you don't put everything inside dummy objects, and typically put any new objects at the top of the hierarchy, then your additions don't even show up. For example, all the issues Kexikus was having with the Ravager. In addition, I also had the room animation issue with this model, where MDLEdit did not preserver the flashing orange light animations. This model is 151HAR09, the animations again only selfillumcolorkey.
  14. The mod is not made for Android. It requires being installed with TSLPatcher and compiling scripts during the install process. At the very least you would have to install it on a PC first and then copy across all the relevant files, including the entire patched module. I have no idea if it would work even then.
  15. The addition of reading in a unique TXI per TGA is very handy for batch processing diffuse files. I'll have to load it up with a bunch of textures to see how the revised memory handling goes.
  16. In a new game, or using the script override for an existing game?
  17. You are still rebuilding the mod virtually from scratch. And if you are going that far, you might as well just do it all in TSLPatcher and get rid of the UTCs altogether (i.e., do it properly).
  18. The K1 NPC Overhaul would require a full rebuild. Most of its changes are pre-baked into module files which just straight overwrite any pre-existing ones in the modules folder. That's why it has compatibility issues.
  19. Anyone notice that the wall above the escape pods on the Harbinger is open to space? Was there ever a fix for that?

    1. DarthParametric

      DarthParametric

      Patching holes in walls doesn't typically rank high on the excitement list for most modellers.

    2. Show next comments  402 more
  20. The minimalist approach would be to edit appearance.2da and replace any "lite" entries with regular versions. That's pretty simple to whip up. If you want variety in clothing and heads, or specific distributions of such (like all brown clothing for poor areas), then you'd have to edit UTCs. That would be a significant undertaking, as you'd be editing something like 3/4 of the game's modules.
  21. I was waiting to see if Fair Strides had altered the scripts, as per the posts above.
  22. There's no reason it should be any different between Steam/GOG/CD versions, in theory. There should be no content differences between those. And there's nothing stopping you modding the Steam version. The only issue is you can't patch the exe for widescreen because of Steam DRM.
  23. My 2¢. Bring back separate K1 and TSL categories. The sub-categories were not great. I'd suggest taking the time between now and the next awards to discuss and lock down some suitable sub-categories with community involvement. Get rid of WIP awards. Do not allow self-nomination. Make the criteria the full calendar year and move the voting phase to later in the new year when more people are around. Mid- to late-Janurary maybe. Make the active award phases more visible. Perhaps this is something that can be improved with the pending site updates. Forcing votes in all categories is a bad idea. Add some user badges like LucasForums used to have. Winners can get a little trophy badge. That was on vBulletin, but I'm sure Invision can get something similar. There should be some presentations of stats (after voting is concluded) of things like "most downloaded mod", "most viewed mod", etc. in totality (all mods, not just the nominations). Not necessarily awards per se, just information on what happened with various mods that year. I doubt that the majority of mod endusers actually even join the site, and if they do it's likely just to bypass the guest download restrictions, so the award nominations are likely highly skewed by the biases of a small subset of active posters.
  24. I'm not exactly sure whether the party always spawn into every non-player centric cutscene and are just hidden offscreen, or it is something particular with this cutscene (like the module's entry point being right in the middle of the bridge). As far as I am aware though, this particular issue should happen on all versions. I haven't tried it on the Steam version myself, all my testing was with the GOG version. I've seen people report it with the Android version as well. The two NPCs being right on top of each other is just sloppy QA, much like running past the turret (although to be fair in that case, as a first time player you'd have no clue).