DarthParametric

Modders
  • Content Count

    4,452
  • Joined

  • Last visited

  • Days Won

    505

Posts posted by DarthParametric


  1. Hrm, it does require 4.0. I'm kind of surprised actually, I was expecting only 3/3.5, which is more common for programs of that vintage.

     

    XP does actually support 4.0, although that is the last version it does. 4.5 requires Vista and up. But that should be sufficient.

     

    Can't really think of much in the way of options. You could try uninstalling 4.0 and running the full offline installer - http://download.microsoft.com/download/9/5/A/95A9616B-7A37-4AF6-BC36-D6EA96C8DAAE/dotNetFx40_Full_x86_x64.exe

     

    By the way, somewhat off-topic, but I would seriously recommend migrating away from XP ASAP. You should not be exposing an XP box to the internet in this day and age, it is full of security holes.

    • Like 1

  2. Will we get an updated version of the Bao-Dur robed mod after this?

    Not until someone makes a properly functioning version of MDLOps that works with emitters.

     

     

    Is this compatible with custom robe replacement mods?

    It will work with basic texture mods, but with this mod the Kreia you have for 95% of the game now uses custom 1-handed variants of the body models. It won't make use of any custom body models introduced by another mod (unless they specifically add in compatibility), but they should still be compatible with one another, as long as they don't overwrite Kreia's appearance.2da rows.


  3. Everyone's a critic.

     

    This is a super low end hack job, mashing together existing assets. There's not much to be done about it, unless someone wants to model an all new head and matching hair.

    • Like 1

  4. Pretty much, yeah. As supplied you can put it in the game right now via simply renaming it, as in the in-game screenshot (replacing the G-Wing), although the positioning might need some tweaking. I made it for JCarter to potentially use in one of his mods, but I got sidetracked and it's been languishing on my hard drive for a couple of months, so I figured might as well upload it for anyone that wants it.


  5. Kreia Visible Body Models


    This mod gives Kreia a standalone head so as to display the body models for various equipped armour and robes like the player and most other companions. It also includes a full set of unique one-handed body model variants for her exclusive use after Peragus. Currently does not include underwear or dancer’s outfit models, those just use her default robed appearance.

     

    The head is a composite of the original unused standalone head with hair added in from the full body model. To get the neck to mate properly with the standard body models and hide any gaps in the hair mesh, a far bit of brute force was required. As a result, there might be some texture distortion, and possibly some bad deformation with certain head animations. Also, the hair, both the braids and the back, clips badly with certain body meshes. There’s not really much I can do about that.

     

    Note that this mod only overrides the initial and “gimped” appearances. It doesn’t modify the stunt, evil, or seppuku appearances, so hopefully it should be fully compatible with TSLRCM.

     

    This mod originated as a modder's resource I posted over at LucasForums back in 2014 - http://www.lucasforums.com/showthread.php?p=2851410#post2851410

     


    TSL_DP_Kreia_Visible_Body_Models_01_TH.jpg

     

    TSL_DP_Kreia_Visible_Body_Models_02_TH.jpg TSL_DP_Kreia_Visible_Body_Models_03_TH.jpg


     


  6. Lethisk Freighter AKA I-Wing Placeable Modder's Resource for TSL


    This is a new mesh made from scratch to replicate the I-Wing shuttle/freighter from K1, the model for which was not included in TSL's files. It was made with the intention to replace the GWing shuttle that the Mandalorians use to take you to Onderon, but it could be used in other ways. It currently includes no texture, just a UV map, so you'll need to make your own texture to make much use of it. Includes ASCII and binary model and walkmesh/collision files.

    Free for anyone to use and include in their own mod releases, but you must acknowledge the source. The mesh may not be released by itself or otherwise rehosted elsewhere.

    DP_Lethisk_Freighter_I-Wing_Persp.jpg     DP_Lethisk_Freighter_I-Wing_Top.jpg

    DP_Lethisk_Freighter_I-Wing_Front.jpg     DP_Lethisk_Freighter_I-Wing_Back.jpg

    DP_Lethisk_Freighter_I-Wing_Sides.jpg

     


     

    • Like 2

  7. It was mostly intended as a joke. But it you want long hair, that's your lot. At least unless someone creates some new custom hair meshes. Or I suppose you could find some existing hair meshes by someone else and get permission to use them.

     

    Edit: Or you could lop the braids off I guess:

     

    TSL_Handmaiden_Kreia_Hair_02_TH.jpg

    • Like 1

  8. I'd say the problem was almost certainly MDLOps, rather than anything specific the modder did. It doesn't compile models properly, in the sense that its output is not the same as whatever official compiler Bioware and Obsidian had. A lot of the time it is sufficient to work in the game, but I could easily see how something it did could trip up a Blender script expecting a specific pattern that the official models conform to.

     

    As to your desired list, you aren't going to find much in the way of something like that. A lot of it just comes down to trial and error. Adjust, export, compile, test. Repeat until it works (or is proven to be irrevocably broken).


  9. By "empty" do you mean a null or dummy object? If so, they are used in all KOTOR models (and basically every other model format) for all sorts of things. In the case of the goggle hook (and head hook, hand/weapon hooks, etc.) it's just a reference point, which the game uses to position additional models. In other cases, they are used as containers if you will, to group objects with a common pivot point/axis. They get used in skeletons in this manner.


  10. Assuming you are happy to have a single texture all the time, it's extremely simple. Just copy P_KreiaH09.tga (head texture) and P_KreiaA09.tga (body texture) from the mod's tslpatchdata folder, paste them into the Override folder, and rename them P_KreiaH.tga and P_KreiaA.tga, respectively. If you want a different colour, just look at the textures and choose the appropriate numbered pair.

     

    If you have already tried to install the mod previously, you'll need to copy and paste the appearance.2da (and other files) from the mod's backup folder back into the Override folder first.