DarthParametric

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Everything posted by DarthParametric

  1. Not mods per se, but bead-v and ndix UR need special recognition for their work on MDLEdit, KOTORMax, and TGA2TPC. A lot of future mods will only be possible thanks to their work on these tools. =========== KotOR High Resolution Menus by ndix UR - http://deadlystream.com/forum/topic/5790-downloadkotor-high-resolution-menus/
  2. Before installing, open changes.ini found in the tslpatchdata folder in a text editor. Delete the following lines (lines 169-192): [p_carth001.utc] !Destination=Modules\003EBO.mod Appearance_Type=2DAMEMORY3 [p_carth002.utc] !Destination=Modules\003EBO.mod Appearance_Type=2DAMEMORY3 [n_carth001.utc] !Destination=Modules\151HAR.mod Appearance_Type=2DAMEMORY3 [201_carth.utc] !Destination=Modules\201TEL.mod Appearance_Type=2DAMEMORY3 [carth.utc] !Destination=Modules\205TEL.mod Appearance_Type=2DAMEMORY3 [221_carth.utc] !Destination=Modules\221TEL.mod Appearance_Type=2DAMEMORY3 [222_carth.utc] !Destination=Modules\222TEL.mod Appearance_Type=2DAMEMORY3 [carth_holo.utc] !Destination=Modules\602DAN.mod Appearance_Type=2DAMEMORY3 You may also need to change the [GFFList] near the top of the file to: [GFFList] File0=n_repoff001.utc File1=rep_gen.utc File2=rep_gen.utc File3=rep_gen.utc That will still keep the 2DA entries and models, so if you wanted to you could change the Silveredge appearance to use the Carth head I added with the admiral's cap. I figured that was probably the case. I'll remove that one.
  3. Hrm, I looked at his UTC on both Citadel Station and the Harbinger and I was sure they pointed to an officer appearance. I'll have to check if there are additional UTCs. Edit: OK, looking in 151HAR, n_repoff001.utc points to appearance Republic_Soldier_Mal_Old_Black which uses N_RepSold. So yeah, that is just the generic soldier appearance. It should be considered a bug in TSLRCM, seeing as all his other appearances use the officer body. It should be reported to the TSLRCM crew as such. Yeah KTool relies on the registry for the game's location. Steam uses keys it doesn't know about. I posted just the other day about how to fix it - http://deadlystream.com/forum/topic/5852-lack-of-head-skins/?p=60954 Be aware however that if you are using the Workshop then KTool won't see that content. It only sees what is in the primary game folder. The comments say it no longer works. ======================================== Edit: I've had a look at the Admiralty mod's contents and I have to say I'm unsure why it's as complex as it is. It edits scripts and dialogues, adding in new UTCs. I would have thought simply editing the original UTCs to point to the new appearance rows would be sufficient, at least for TSLRCM. I've never used it myself. Did it add in cut content for Carth before TSLRCM was around? Here are all the UTCs I could find in TSLRCM: The two Carth ones I highlighted I am unsure about. I assume that the Dantooine one must be Admiral Onasi, but the one on the Ebon Hawk I am wondering if it may be something else. It seems to be the logical starting point is creating new appearances and then editing these UTCs to point to those. The problem is testing, seeing as you need a save before having entered that module, which more or less means playing a full game. ======================================== Edit 2: Seeing as Jinger gave permission to use the mod assets with attribution, I figured I'd have a crack at making a revised version of it. I actually ended up just making new models, seeing as the original used full body models. I went with separate heads to make reusing the bodies for other purposes easier, and because Jinger swapped out the original Saul legs with Carth's, while I kept Saul's but modified the texture. I also lopped off the bit of their heads underneath the hats, as I noticed that Jinger didn't do that and it looks pretty weird on Carth in hologram form. Like I said, testing is difficult, so I have only been able to test on the Harbinger so far, but that seems to be working at least: If you want to test it, here's an initial version (you'll probably need to start a new game): It's designed to only work with TSLRCM, so if you are using the Steam Workshop you'll need to install it over TSLRCM's Workshop folder, which should be \steamapps\workshop\content\208580\485537937 for the English version. If you also use M4-78, I gather you'll have to install it over that instead, but I don't use that so I haven't tested it. Edit 3: File updated: Edit 4: I just realised the the Cede portion (beyond the Harbinger at least) would be broken in the file I posted because of TSLPatcher's inability to deal with editing multiple instances of UTCs with the same filename. This now at least partially explains why Jinger's original mod was more complex than I expected.
  4. Looking at his UTC, he uses the generic Republic_Officer_Mal_Old_Black appearance, which uses the model N_RepOff. So he should already be in the officer's uniform. The Admiralty mod is just an edit of the Saul Karath model/texture to make it match Admiral Dodonna's model/texture (both of which remain in TSL's files). The easiest thing to do would be to replace the male officer model with the Admiralty mod's model, and the female officer with the Dodonna model. That would require minimal effort. The better option would be to create unique appearance rows for with those models for Cede and anyone else you want to change and then edit their UTCs to point to that (of course that is basically remaking the Admiralty mod, or at least the compatibility patch, so I assume you don't want to go down that route).
  5. Reverse image search is your friend. It's the Final Touch mod by oldflash: https://www.nexusmods.com/kotor2/mods/429
  6. You'd have to extract, convert, and load the models into a 3D package. That's not something that can be covered with a quick explanation. You'll have to go look at some of the mod tutorials that cover that. KOTORTool will individually convert TPCs to TGAs. Someone (maybe tk102?) made a commandline batch converter, although I can't find a link for it at the moment. However there is also a commandline converter as part of the Xoreos Tools: https://github.com/xoreos/xoreos-tools/releases/download/v0.0.4/xoreos-tools-0.0.4-win64.zip https://github.com/xoreos/xoreos-tools/releases for other versions. You can use a batch file to mass convert TPCs. Put the TPCs in the same directory as the tools, then extract the BAT from this Zip: Batch_Convert_TPC.zip into the same folder. Double click the BAT file and it should convert all the TPC files it finds. The batch command, for those interested: @echo off for %%F in (*.tpc) do xoreostex2tga --tpc %%~nF.tpc %%~nF.tga pause
  7. I assume you mean C:\Program Files (x86)\. In that case download and extract the attached Zip, then double click on the extracted REG file, clicking on Yes when asked. KOTOR_Original_Registry_Keys.zip
  8. Practice. Lots of practice. Or re-roll your character with the Artistic Talent starting trait.
  9. Not really. It would be easier for you to just post the location of your game installs, along with what version of Windows you have (32bit or 64bit), and I'll just make you the REG file.
  10. My body is ready:

    1. narshaddaarocks
    2. Sith Holocron

      Sith Holocron

      "Who the hell are you guys?" Classic.

  11. I saw mention of an all class skills mod by ChAiNz.2da, but a quick search didn't turn up a copy of it. I'm not even sure what the name of it is, which makes the search somewhat harder. At a guess, I'd suggest the Lara Croft head was a port from something like Tomb Raider: Legend. The pic is from Messkell's "Bastila Shan Mature Look" mod, but it makes no reference to the source of the Lara head. Best you give up hope on that one.
  12. KTool predates the existence of the GOG and Steam versions, so it only looks for the registry keys set by the CD version of the game. You can add the information it needs to the registry by creating a REG file pointing to your game's install location. For example, for a typical Steam location you would use something like: Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\BioWare\SW\KOTOR] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\swkotor" [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\LucasArts\KotOR2] "Path"="C:\\Program Files (x86)\\Steam\\steamapps\\common\\Knights of the Old Republic II" Copy and paste that into a text file. This assumes you have a 64 bit version of Windows. If you happen to still be running a 32 bit version of Windows, "Program Files (x86)" would just be "Program Files" and "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node" would just be "HKEY_LOCAL_MACHINE\SOFTWARE". Change the drive and folder location to match your install location, making sure to keep the double slashes. Once you have made the appropriate edits, save the file and change the TXT file extension to REG. Then double click the file and answer yes when it asks if you want to add the information to the registry. After that, KTool should find the games.
  13. In TSL they are packaged in their own separate archives. You can find them listed under ERFs -> Modules.
  14. I think there are a fair few head mods floating around. The only problem is where to find them. A lot of the the older ones are not hosted on DS. You can try looking over at Nexus Mods for starters: https://www.nexusmods.com/kotor https://www.nexusmods.com/kotor2 At its most basic, you'd be looking at simple texture mods. You'll want to start with how to find and extract game content, using KOTORTool, etc. You can check these out for an introductory modding overview: http://deadlystream.com/forum/topic/3152-basic-modding-tutorials/ https://web.archive.org/web/20121204061235/http://www.lucasforums.com/showthread.php?t=143421 Actually creating a new face texture itself is not something KOTOR-specific, so you can search Google for generic guides on that sort of thing. https://www.nexusmods.com/kotor/mods/1032
  15. The HK melee mod works by skinning the HK model to the Wookiee rig, which has its own set of animations (as used by Zaalbar/Hanharr). This is not a KOTOR-specific thing. There are a zillion tutorials around on how to skin/weight a mesh in Max/GMax (alternatively Blender, although the KOTOR I/O tools for that are not quite as mature at the moment). For the party member thing, you may want to go the puppet route - https://web.archive.org/web/20150917020824/http://www.lucasforums.com/showthread.php?t=151438
  16. There's no way to make a proper recreation of the mask as an actual equippable KOTOR mask without massive amounts of clipping.
  17. Ah, it's derived from a ye olde mod by Star Admiral released back in 2009. Interestingly, I actually have the v1.0 of it sitting in my mod folder. Must not have looked at it for nigh on a decade (last modified date is Feb 2009).
  18. Placeables don't use quaternions. Quats are three dimensional rotations. Placeables use radians for a two dimensional rotation, i.e. bearing. Conversion of Euler degrees to radians is simple. For example, 90° is 1.5708 radians. Simply put "convert X degrees to radians" into Google for a quick conversion. To get the placeable facing the way you want completely blindly, you could start with a value of zero, then work out what offset you want in degrees and then convert that to radians. You may have to fiddle with it a bit to get the right value. I can't remember off the top of my head what direction zero is. North on the map? Edit: No, east is 0, north is 90, west is 180, south is 270. Using the WhereAmI Armband in TSL as Kex suggests can make life easier, but I don't recall there being a similar armband for K1.
  19. Nobody has made one that I am aware of. And if you wanted to do it accurately, you couldn't have it as a mask, it would have to be a full custom head.
  20. I gave it to Quanon to texture. Then he was eaten by a space slug. The end.
  21. Here's the module list half of it. K1 modules: TSL modules:
  22. MDLOps will trash UV islands that don't have detached edges. As superSzym said, you should use the new MDLEdit compiler instead. Here's the link - http://deadlystream.com/forum/files/file/1150-mdledit/ You'll also want KOTORMax to replace NWMax as well - http://deadlystream.com/forum/files/file/1151-kotormax/
  23. So, this bloody horrible thing: I have always hated the "Mark One" design with a passion. So it's on the scrapheap - I am looking to replace it altogether. I am thinking of something along the lines of one of SWTOR's various incarnations of battle droid: Animations would have to be completely custom though, which I'm not looking forward to. I might have to cap some video in TOR of how their versions walk so I can study it frame-by-frame. Trying to imagine how to animate the mechanics of a three-legged gait is hard to wrap my head around. Edit: A quick trip to Dromund Kaas later, it looks like the two front legs more or less use a typical biped walk cycle, with the third back leg skipping to keep up at twice the rate. Edit 2: I whipped up a very basic version to act as the base skeleton/rig (Mando for scale): I figured there's no point getting carried away with fancy models until I can actually be sure I can make functional animations. Seeing as it needs to have both melee and ranged attacks, I went with a version that has hands, like the one on the right in the TOR reference picture above. For ranged attacks I was planning on a wrist-mounted arrangement, like the Prequel Super Battle Droids have.
  24. This would be a good starting point - http://deadlystream.com/forum/topic/5501-the-missing-heads-in-tsl/ As to how you make them show up, the same as any other player head: entries in heads.2da, appearance.2da, and portraits.2da.
  25. Looking at this, the primary update would appear to be "added stutter fix based on fk.'s code", which is presumably derived from this, for anyone not using the GOG version that wants the same fix. I can't say I recall ever experiencing stuttering myself, but I haven't yet played it on Windows 10.