DarthParametric

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Everything posted by DarthParametric

  1. Open the module in KOTOR Tool, 702KOR_S.rim (Sith Academy). Look through the placeables, seems obvious in this case it is sith_holocron.utp. Open the UTP to see what appearance it uses, which is SithMonument04. Open placeables.2da and look up the entry for SithMonument04, the ID is 250, the model is PLC_Sithmn4. Decompile the model and you will see it uses two textures, DXN_Tr02 and DXN_Mt02. I would advise against changing those textures directly, seeing as they will be used for other models as well. Either edit the model to use custom-named textures, or replace the model altogether.
  2. It's nothing to do with the models. It's the animations. The female animations have the head lean forward and to the side because the way the body is angled back doing that weird sexy pose. When you combine that with the male animation that has the body more upright, the result is the female head is pointed down and to the side. The only way to fix it is to adjust the animations. That would be a clipping-fest. A better alternative would be to set the female version up as a disguise. Would just need to figure out the appropriate scripting to get the right UTC to spawn on the Star Forge for a given player head. I did have a look through the level files, but couldn't see any obvious script that determines whether you get g_a_mstrrobe06 or g_a_mstrrobe07. EDIT: OK, after some digging I discovered the dialogue sta45_turretcomp.dlg for the computer where you create the robes points to two scripts. There's a DS check, which if true fires script k_psta_replicat4, or if false fires script k_psta_replicat5. The scripts are identical aside from which UTI they add, the first for the DS robes, the second for the LS robes. This is the original version of k_psta_replicat5: And here is my attempt to adapt it to check for the player's appearance, and, if female, point to the appropriate UTI which would be a disguise appropriate for the given head (I'm using a single disguise for S/M/L because I'm way too lazy to make 45 different versions). This would be replicated for the other script, just with the resrefs for the DS robes. For those familiar with scripting, how does this look? It compiles, but that doesn't necessarily mean it is correct.
  3. There is no change from the vanilla UVs, so any Revan's Robes texture for that will work. The only issue is that the vanilla light side Starforge Robes texture has no provision for the belts or cape, as I mentioned in an earlier post. As an aside, par for the course, the vanilla UVs are a complete mess. Backfaces spew off into the ether. I had a look at ZimmMaster's and Svösh’s mods and couldn't see any UV changes, so those textures should work fine. EDIT: Yep, they look fine. In fact I would suggest ZM's texture as a replacement for the light side Star Forge robes (PMBJ02). EDIT 2: Back on the subject of the female version, the issue is the clash between the male animations the body is using vs the female animations the head is using. The only way to resolve it would be to have some override animations in the female robe model for some of the most noticeable stuff like the idles, talking, walking, etc. These would need to be the base female animations with added cape and belt movement. Even then you'd still get the wacky head position in every other animation, like combat anims. In other words, a female version is not going to happen.
  4. N_DarthRevanF is just the male mesh but it references S_Female03 as the supermodel. N_DarthRevanM and N_DarthRevan (vanilla version) both reference S_Female02 as the super. The animation chain in order of priority is S_Female03->S_Female02->S_Female01->S_Male02->S_Male01. S_Female03 contains the female idles, walk cycles, etc. which override the male ones in S_Male02 (which you get by referencing S_Female02 as the super). I gather my Frankensteined rig scaled to fit the PFBJ mesh is the source of the trouble. I'll play around with it a bit more, but as I said earlier I suspect that reverting to a shared model is only likely solution.
  5. They don't need to be a disguise, but if you set them as a mask then you'll likely get pretty bad clipping unless you make the size huge enough to enclose a head. Even then, on some heads you are going to get massive clipping of hair. A disguise is the only way to hide the head model.
  6. Hrm, yeah it's a possibility I guess. I'll have a look. Edit: That does indeed seem to be the issue. I tried changing the animation scale, but there was no difference. I'm not sure if there is any practical solution besides using the same model for both sexes.
  7. Lol FFS. I suppose that is the last of the possible permutations then?
  8. Here's an example of what I mentioned about the character creator offset. The male version is fine, the female version is screwy: I was thinking about replacing the male skirt with the PMBJ one anyway because of the whole culottes thing, but it is kind of a necessity once you remove the cape. The female version already uses the PFBJ skirt. With the cape gone I put the folded down hood back, dunno if you want that or not.
  9. When it's done. I'm still messing with the female version, but I have been busy with work so haven't had much time this week. There was a lot more work required to cobble the female version together, seeing as the hooded version is male. It seemed ok, but I hit a snag where there is an odd head tilt when equipped. It's also offset in the character creation screen (I set it as clothes for testing). I can't figure out what is going on with it. I removed all the extraneous head bones and helpers but there was no change.
  10. You don't need a copy of appearance.2da in your Override folder. The mod is set up to supply a vanilla copy if there is no pre-existing one present.
  11. The page is archived, but not the mod itself - https://web.archive.org/web/20110128113057/http://www.lucasfiles.com/index.php?s=&action=file&id=1388 Still, knowing the author was EnderWiggin and the original file name was Extra_Starport_Visas_Mod.zip might help someone dig it up. While Googling I stumbled across a forum post where someone listed a bunch of mods they had archived, including this one. Our very own milestails chimed in requesting copies for his collection, so perhaps it would be worth sending him a PM about it.
  12. No, a number of head models are reused with minor, typically texture, changes (for instance Luxa in TSL is a pink textured version of player head PFHA01 from K1). A lot of the generic NPC heads are the same in both. There are also a number of K1 head models that remain in the TSL files, but are unused in the game.
  13. The K1 robe is the large model for body I, seeing as TSL only uses medium. Only the female texture remains in the TSL assets as I recall, but it works for both sexes. You may want to look at the silver robes mod I posted, as that has some UV fixes.
  14. Right click on its entry in your Library, go to Properties, then in the window that pops up go to the Betas tab, choose legacypc from the drop-down.
  15. Are you running this from Program Files? Tried running it from somewhere else? Running as an Admin?
  16. Somewhat bad timing on my part, but after much wailing and gnashing of teeth I finally managed to get my remapped version to compile without looking like a Cthulhuian horror, if you are interested in another retexture with a sane UV layout. There are two versions. At one point I was playing around with keeping the original hands to see if that fixed some of the problems. It didn't, but seeing as my hand UVs admittedly suck, I figured I might as well keep the old hands as an option. http://dpmods.wheb.org/files/kotor/tsl/%5BTSL%5D_Vima_Sunrider_Clothes_Remapped.7z I didn't do it for this version, seeing as you won't notice in a seated NPC, but I figured for a player-wearable mod the backflaps should probably be changed to dangly meshes. They are a bit static as-is.
  17. The problem is that the animations aren't in sync. Even if they are playing the same animation, like an idle, they are played separately. Here's the Handmaiden as an example: The only way to prevent that is to have the head and body as a single model, which means a disguise for players and party members.
  18. Done with the vanilla meshes, so there's no need to bother Sithspecter for permissions. It uses his flowing robes model as the Supermodel though, so it requires that his mod be installed. One issue is that the lightside Starforge robes texture would need to be adjusted. It was never intended to be used with the cape and belts, so those bits require a retexture. I haven't tried it with the female model yet.
  19. It's feasible, albeit not super practical, to remove the hood. If you remove the hood from that model it leaves a giant hole. So you'd have to swap out the torso for the PMBJ torso, but then you'd have a gap above the cape, so you'd also have to hack off a chunk of the back of the original torso and mate it all together.
  20. It's possible, but if you just set it up as a typical multi-part model like regular robes then you'll run into the same animation issue you get with other hoods up items like the Handmaiden Robes. Namely, the head model and the body model are each separately playing animations out of sync, so you wind up with inevitable clipping as the head turns one way and the hood turns another: The only practical solution is to continue to also set the maskless robes as a disguise, just like the masked version. Then you have to deal with the missing head issue. The brute force approach is to have a separate appearance.2da entry for every single player head. Alternatively, there's a script-based approach, but that is not without its own potential issues.
  21. He pretty much wants automated install options in practice. I can see the utility of it.
  22. http://deadlystream.com/forum/topic/5211-malak-armor/?p=54980
  23. You should look at section 3.8. Setup List of the TSLPatcher readme. I think that's the route you'll need to go (i.e. essentially 2 different install options).
  24. Seeing as there was a bit of spare UV space, I decided to try out a second version with the addition of the collar from one of the player armours: Here are the compiled models of both versions with placeholder textures (as pictured above) and UV templates: http://dpmods.wheb.org/files/kotor/misc/DP_Helmetless_Mandalorian_Armour.7z
  25. I remapped the neck plug and did a quick test in TSL: